How this is done depends on the format itself. This meta information can hold x,y, z position information or direction information like azimuth and elevation.Įncoding: Bringing sources to that format needs basically just a meta-information writer, which adds positional information to the format. With the object based format, you get a bunch of audio-channels which hold isolated signals of sources, and you also get some meta information about where those audio-objects should be positioned during playback. However, if your loudspeaker setup doesn’t match the channel-based format, the results won’t be as intended. with VBAP, VBIP or some other panning method.ĭecoding: Playback is fairly simple, send channel one to loudspeaker one and so on. For something like 7.1.4 you need a more sophisticated panner, however that’s up to the producer side, e.g. a stereo-panner which distributes the source signal to the loudspeaker audio channels. So stereo, 5.1., 7.1.4, etc are all channel-based formats.Įncoding: Bringing sources into that format needs a panner e.g. So basically there are three kinds of audio formats when in comes to spatial audio:Įach audiochannel holds the signal for a specific loudspeaker, you can directly play it back to your loudspeaker setup, as long it’s the right one. Let’s divide the production and playback process into two steps:Įncoding/Panning: bringing signal into that formatĭecoding/Rendering: extracting loudspeaker feeds from that format But that is just form home theaters and not the “real deal” is it? How can this be achieved? Can I just render 3D positions to the ambisonic channels and be done with it? I see in the documentation that JUCE offers a 7.1.2 channelset ( JUCE: AudioChannelSet Class Reference). These channels are additional to the “normal” 5.1 surround beds. So the channels 24-27 ambisonicX, ambisonicY, ambisonicZ and ambisonicW for the actual wave should be used… The matrix for which actual speaker should be fed is done at the theatre. The need for dedicated “surround side” channel definitions depends on how you implement everything else I guess, but in PT at least there is a specific channel suffix reserved for it, so I['m guessing you’ll need to have one as wel…Īs I understood dolby atmos you are not rendering to separate channels but rather use three channels to define the position in space and the actual signal. You don’t have Left/Right Surround Top (presumably Lst/Rst if they ever add Dolby ATMOS 9.1) You don’t have a specific channel defined for Left/Right Surround Side (Lss/Rss in Pro Tools “7.x_DTS” layouts) Just took a look at your fix and noticed in AudioChannelSet:
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