![]() ![]() ![]() Individual audio tracks which were previously balanced (panned) between two stereo channels are now being declared as objects, and defined by their position. Moving to object-based mixing for live sound engineers is quite simple in its essence. Think Atmos, Auro 3D, DTS, Dolby vision, IMAX and all the other common surround sound formats. The speaker arrangements in a movie theatre, or in your home entertainment system, are just various channel-based diffusion system formats. Unlike binaural this type of multi-channel rendering is designed for a multi-speaker system, using various panning techniques which we won’t cover here. The multi-channel audio experience you hear in a cinema is usually composed of multiple audio objects that have been positioned and moved within a virtual environment by a mixing engineer. Object-based mixing is far from new it’s been used in movie productions for many years. The audio information in a binaural rendering gives us what we need to deliver the audio for headphones, while a channel-based rendering gives us what we need for delivering the audio through loudspeakers. The second piece of this puzzle is to take this immersive sound image (all the audio objects) and render it to the desired format for playback.
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