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Dolby/Atmos coming to Mixbus
#1
   

Ok, so the NAMM e-mail revealed that v10 will get workflows for Dolby/Atmos (and I'm guessing other multichannel options).
I think this is such great news!
And Mixbus seems like a natural DAW to do this kind of work in, the console style. Can't wait to try it out.

Really looking forward to the "new premium processing tools" as well. 
I wonder what they are.
Personally I'm hoping for a de-clicker for mouth sounds (either built-in or as an XT plugin), even though I'd be really surprised to get one there. I just need it all the time.

Anyone else excited about the news?
What are you hoping for in v10?
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#2
(01-11-2024, 04:29 AM)krans Wrote: Personally I'm hoping for a de-clicker for mouth sounds (either built-in or as an XT plugin), even though I'd be really surprised to get one there. I just need it all the time.
I second that..... but add de-pop as well.


(01-11-2024, 04:29 AM)krans Wrote: Anyone else excited about the news?
What are you hoping for in v10?

Yes looking forward to it
Macmini 8,1 | OS X 13.6.3 | 3 GHz i5 32G | Scarlett 18i20 | Mixbus 10 | PT_2024.3.1 .....  Macmini 9,1 | OS X 14.4.1 | M1 2020 | Mixbus 10 | Resolve 18.6.5
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#3
will for sure check it out...
2023 Mac mini m2pro with 32GB RAM with audient id44mk2
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#4
Looking forward to seeing v10 with the new features
Regards,

Thomas

Conf : win 10, i7 7820x 3.60 GHz, 32 G ram, HD sata, rme ufx.
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#5
I also hope that there are improvements for editing tasks, automation and so on, I seriously think that it is a very weak point in mixbus, although I don't know if the problem comes from arduor since I have not used it, normally it is difficult to work fluently due to the behavior erratic when working with the mouse on curves or points. greetings
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#6
I've got my fingers crossed that V10 will introduced MIDI "freezing" (with an "unfreezing" option).  I gather it's been worked on so I'm hoping it will be ready for prime time!
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#7
Automated stretching of audio to follow tempo changes.
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#8
I know that Dolby Atmos supports 5.1 / 7.1 etc but how many recorded channels does it need? I've just been reading on Google that most mobile phones support Dolby Atmos but surely they've only 2 x audio channels available  Huh
Knowledge is knowing a tomato is a fruit...
Wisdom is knowing you don't put tomatoes in a fruit salad !!
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#9
(01-15-2024, 03:16 AM)johne53 Wrote: I know that Dolby Atmos supports 5.1 / 7.1 etc but how many recorded channels does it need? I've just been reading on Google that most mobile phones support Dolby Atmos but surely they've only 2 x audio channels available  Huh

Dolby Atmos itself does not have a fixed number of recorded channels, as it is an object-based audio technology. It allows audio to be treated as individual objects, each with its own position and movement in a three-dimensional space.

In the case of mobile phones equipped with headphones, Dolby Atmos delivers a binaural render, aiming to deliver a three-dimensional audio experience using only two audio channels. This technique leverages head-related transfer functions (HRTFs) to simulate the way sound interacts with our ears, producing a sense of direction and space even without dedicated speakers. While Dolby Atmos content can technically contain up to 128 audio objects, it only requires the two-channel format to deliver the immersive effect on mobile devices.
Intel | Ventura | www.brownsound.net
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#10
Interesting stuff Brownsound and thanks for the explanation...

(01-15-2024, 03:36 AM)Brownsound Wrote: While Dolby Atmos content can technically contain up to 128 audio objects, it only requires the two-channel format to deliver the immersive effect on mobile devices.

So I wonder how many 'tracks' it'll need within the digital domain - i.e. while still in the DAW? Does each object need to occupy a track of its own  Huh

Or does Atmos 'create' the objects according to their position in the audio space?
Knowledge is knowing a tomato is a fruit...
Wisdom is knowing you don't put tomatoes in a fruit salad !!
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