“SunReco Creative Days” is a webinar that teaches you how to use music production tools! Three videos were released on the official SunReco YouTube channel over the course of three days from April 30 to May 2, 2024. Here, we will present the key points from each seminar in summary form. It's full of helpful production tips, so be sure to watch each video for more details.
Dolby Atmos Renderer is integrated into Avid Pro Tools Studio/Ultimate versions 2023.12 and later. Therefore, the editorial department asked Iroha to create a spatial audio song that used this environment. In the video, they showed the full version and asked us about the composing and mixing process in detail.
[فيديو]Create spatial audio music with Avid Pro Tools from Iroha
Lecturer: Iroha
[الملف الشخصي]Composer/arranger/engineer/manipulator/multiplayer. In addition to being active in his own bands and units such as “Tori-Sata” and “Saraba Rubato”, he is also involved in producing Masaharu Fukuyama's songs and concerts.
It was able to reproduce the sound movement exactly as I expected. Surprisingly, the obstacles are not high
Although spatial audio songs can be enjoyed on various distribution platforms, there is very little information about their production. This video is designed to help overcome this situation. The player was Avid Pro Tools Studio/Ultimate 2023.12, which was released at the end of 2023. This version includes Dolby Atmos Ren, an application for outputting files compatible with Dolby Atmos, a type of spatial audio.
Derr is incorporated. As a result, spatial audio music production has become very common.
At the beginning of this video, Iroha explains the basics of spatial audio, then explains that the song “Game” was produced in a binaural environment. In other words, as long as you have headphones or earbuds, you can create spatial audio even without a speaker environment. Regarding the idea of this song, he says: “I wanted to make a song that would occupy a wide space.”
“For example, I wanted to create a song that would take advantage of sounds moving back and forth, coming down from a high place, or spreading out from a point.”
Panner automation is the foundation of audio transmission, but this time, third-party Panners, SOUND PARTICLES Energy Panner and Brightness Panner, play a big role as well. The former pans based on the volume level, and the latter depends on the brightness of the sound. Furthermore, SkyDust 3D sound particles are used for the bass source. Eight oscillators created a sound that flew through space.
I asked Iroha about the difficulties he faced in producing music, and he said, “I was able to reproduce the movement of sound exactly as I wanted by just using a couple of plug-ins, so I didn't think the hurdles were surprisingly high. Yes,” he said, “creating spatial sound music is not Hard in reality.” Seeing is believing, so watch this video.
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