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so let's take a look at what happens
when we go into an object mode one of
the things that we have here is bus mode
and then object well we'll see the
representation of the object panel goes
from Green in bus to Orange in object
mode and it also allows us access to the
Unseen speakers that are in in here this
Source now I can position just between
the the left front speaker and the left
side speaker into what's known as the
left wide speaker so that wide speaker
in the renderer is just here so the cool
thing about Atmos in that sense is that
it allows you to create a full
three-dimensional pan so you can
position an object anywhere in the
three-dimensional space and it will
smoothly pan around the entire uh entire
room also allows you to structure the
sound field so that wide speaker is only
accessible using an audio object and
that becomes really powerful when you're
thinking about how that's going to
represent overhead
so the more speakers you have the more
accurate representation from physical
transducers in your mix room you're
going to have when listening over
um over headphones coming up in a future
uh episode we'll hear from Steve
janowick Steve and I sat together in
this room for many many weeks and talked
about Atmos Concepts and then we met up
in London and talked about it in a
studio where those wide speakers were
not present and Steve's words to me at
that time were it's representative but I
wouldn't choose to put a sound there if
the speaker wasn't there and it was at
that point that we really kind of
formalized that
9.1.4 or 9.1.6 was really what we wanted
for Music Creation because it allowed
complete coverage using transducers of
that of that sound field and confidence
to place a sound in that mixed position
and have that translate into movie
theaters into speakers into to Smart
speakers into now headphones so those
wide speakers that are represented here
are where those objects really start to
come into their power as I mentioned we
also have the ability in the bed to pan
up overhead
so I can get to all of these three
speakers using the bed but that is equal
power so as I pan from the front
feeds equally into the rear speaker as
into the front overhead and that's
probably not what you want when you're
thinking about the atmos sound field and
the musical aspect of the atmos sound
field you probably want a little more
control over that now there are
circumstances where putting something
into all channels of the overhead is
going to be correct or feel right or
glue things together those things like
reverbs might be useful for putting
creating a drum room that is going to
fill the entire space and we'll hear
different perspectives on that as we go
through the series but in terms of the
atmos system and how it applies to music
what we found is the people generally
prefer the objects to be able to control
exactly where they want those sound
sources to be so as I switch this into
an object mode and if I show the
renderer behind it so as I grab the
Panner here you'll see that as I move
front to back
um it's going to position right the way
up and down the the left overhead now
I'm going to send some signal to that
I'm just going to send some beautiful
tone because you know pink noise is uh
is a Dolby guy's best friend
so I'm going to do this at a low level
so that you can see it but not
necessarily hear it because nobody
really wants to hear that so this pink
noise is now being sent as an object to
the back of the room as I pan through
that overhead space it's going to move
into the middle speaker overhead
and then into the front overhead and
ensure that it's always up in the
ceiling so I can very accurately
position sounds in this sound field so
this becomes very useful and Steve will
talk about this in his uh use of the
object beds so Steve has created
locations in this mixed room that he
knows if he puts something into those
two channels is where they're going to
come out this becomes about creating
your own template and how you wish to
work with the Dolby Atmos system but in
order to get front back differentiation
which is going to help you in
spatializing the the sound it's key to
use objects versus those overhead beds
similarly if I put this onto the
horizontal plane as I position sound
going down the wall here I've got it
into the right speaker as I come back I
can get it into just the wide speakers
and various things like that so this
helps to really control the horizontal
aspects Dolby Atmos for Music Creation
in my opinion is all about you
controlling the sound field
you being in con charge of how your
listener is going to experience the
music that you're mixing and what you
put into Dolby Atmos and record down as
an Atmos Master file is what should come
out of the other end once we've got this
object that is sending audio to a
particular location there are a number
of other controls that we can we can
grab hold of here so in the Panna
I have a lot of control to increase the
size parameter so I can make that single
point source fill all of the speakers in
a room you can make it very much mono it
will decorate those sounds and that
experience but it will essentially be
that same sound fed to all speakers
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