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#1 | |
Human being with feelings
Join Date: Feb 2012
Posts: 19
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Thanks to matnoir for pointing me to the EAR production suite.
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What I find really hard to wrap my head around is how to incorporate third party vst plugins like a 7.1.2 reverb. I could create a 7.1.2 bed mix, which I can send to the EAR scene as a 7.1.2 direct input. But what if I want to have a reverb for objects? Same with a limiter. How do I make sure my final mix is in spec? Does the renderer take plugins after the monitoring VSTs into account? |
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#2 | |
Human being with feelings
Join Date: Jul 2008
Location: Athens / Greece
Posts: 477
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#3 | |
Human being with feelings
Join Date: Feb 2012
Posts: 19
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But after reading through dolby's documentation, I think the easiest solution are re-renders. - Dolby recommends using a 5.1 re-render for final loudness measurements - objects would be initially mixed without reverb. Once the mix is done, all objects could be grouped together and rendered to a 7.1.2 stem. This could then be mixed back into the reverb on the original bed track and might give a good approximation of space, while keeping the flexibility of objects intact. I'll report back once I've tried that out ![]() |
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#4 | |
Human being with feelings
Join Date: Jul 2008
Location: Athens / Greece
Posts: 477
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Yes what you propose could work too. My recommendation work for both games and music if you balance the localization/diffusion aesthetics right according to your needs. If you produce any ambience to get into the game as a per-rendered loop, maybe you wanna avoid the center and LFE channels and produce a clean quad. It's more compatible with the end users' setups. I would love to hear what you've done. Cheers! |
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#5 |
Human being with feelings
Join Date: May 2017
Posts: 825
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I have been playing around with this for a while now . The direct speakers and object plugins doesn’t get added automatically into the scene plugin. Everytime I add an object or a direct speaker plugin Iam manually adding them to the scene . Also when creating a project with ADM file or exploding an ADM file it doesn’t create the scene and monitor tracks automatically.
Also a stereo Object plugin will be very useful. Also ability to add object plugins and direct speakers plugins as take FX will be very very useful Hope to see this soon 😀. Great work so far ! |
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#6 | ||
Human being with feelings
Join Date: Jul 2008
Location: Athens / Greece
Posts: 477
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Their website is here: https://ear-production-suite.ebu.io/ They have a contact mail link for feature and bug reports on the bottom. They also have a place on GitHub: https://github.com/ebu/ear-production-suite |
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#7 |
Human being with feelings
Join Date: Nov 2010
Posts: 544
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Do track sends follow object panning with EAR PS?
How would you use an immersive 7.1.4 reverb and send to it from an object track?
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#8 |
Human being with feelings
Join Date: Jul 2008
Location: Athens / Greece
Posts: 477
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I have to check on that. Did you find how this works?
It depends on the reverb. Do you have a specific one in mind? |
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#9 |
Human being with feelings
Join Date: Nov 2010
Posts: 544
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Cinematic rooms for example.
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#10 |
Human being with feelings
Join Date: Nov 2010
Posts: 544
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So it doesn’t seem like sends could follow an objects panning in EAR. With EAR PS you select a single channel for the send from object to scene. The plugins must talk to define the pan positioning since the audio is only on one channel and not across all speaker channels. Therefore sends can’t follow an objects panning.
With an object, it has to be mono. So what is the typical use for objects with regard to ambience? No ambience on the object? A mono ambience baked in to the object? Send the object to ambience regardless of the panning doesn’t follow? Maybe pan that return as an object also?
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#11 |
Human being with feelings
Join Date: Jul 2008
Location: Athens / Greece
Posts: 477
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From their page I saw that Cinematic Rooms can react to the source's energy, so multichannel panners could go well into that plugin.
In an ambisonics based workflow there are even more solution but they are CPU intensive. Like the IEM RoomEncoder and FdnReverb. It seems that for the return you can use the ADM Export Source plugin and set type definition to direct speakers or HOA depending on the reverb you use, and that will insert it into the ADM workflow ready to be exported together with the rest of the project's audio. I'm trying to find out how the common post-fader reverb send workflow would work in ADM. Any ideas? |
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#12 |
Human being with feelings
Join Date: Jul 2008
Location: Athens / Greece
Posts: 477
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Yes, for simple implementation of acoustics you need that:
----------------------------------------------------------------------------- Foley -----> Panner/Upmixer (surround or ambisonics) -----> ADM Export Source | | +--> Reverb Reverb ----> ADM Export Source ----------------------------------------------------------------------------- But for object tracking in the reverb I don't know if there is a solution right now. But, isn't that the same as with Dolby Atmos? Last edited by Joystick; 01-24-2021 at 12:42 PM. |
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