Blog Archives - FLUX:: Immersive https://www.flux.audio/category/blog/ FLUX:: Immersive Tue, 17 Jun 2025 10:02:14 +0000 en-US hourly 1 https://wordpress.org/?v=6.9 https://www.flux.audio/wp-content/uploads/2017/08/132.png Blog Archives - FLUX:: Immersive https://www.flux.audio/category/blog/ 32 32 164167279 Sabino Cannone Dives Deep Into Immersive with Spat Revolution https://www.flux.audio/2020/09/11/sabino-cannone-dives-deep-into-immersive-with-spat-revolution/ Fri, 11 Sep 2020 14:57:19 +0000 https://www.flux.audio/?p=15103 The post Sabino Cannone Dives Deep Into Immersive with Spat Revolution appeared first on FLUX:: Immersive.

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Milan, Italy – September 2020

To say that Sabino Cannone is a busy man is like calling the Nile River a small stream. Cannone likely has more entries in his calendar in a typical week than most of us have in several months. He moves seamlessly from engineering to mixing and mastering, sound design, consulting, and a dizzying range of other projects, clearly loving every minute of his busy schedule.

Cannone is also no stranger to new technology, including being an early adopter of immersive audio.

“I started with the first 5.1-compatible version of Pro Tools, 20 years ago,” he reveals.

“I mixed the show Pinocchio in Italy, which was the first musical in Europe to use surround. It was a big show – we did a 6.1 mix, as well as a live band – in a large theater; it was a very complex production. The show is still running, and still using the music I did 20 years ago. They did a run on Broadway three years ago, and I also mixed the soundtrack recording in 5.1 surround.”

Several other musicals in surround would follow, as well as a number of installations for visual artists in Italy, Portugal, and Spain. As immersive audio evolved to encompass an ever-widening realm of potential formats, Cannone continued to dive deeper, dabbling in soundscapes for movies, games, and exhibitions. Recently this has included a number of projects using Spat Revolution from Flux:: Immersive.

Cannone’s introduction to Spat Revolution came at the tail end of a project with long-time collaborator David Kahne, creating an immersive sonic environment for National Geographic Encounter: Ocean Odyssey, an installation in New York’s Times Square. As he explains, it was toward the end of the National Geographic project that he first encountered Spat Revolution.

Sabino Cannone - National Geographic

With Spat Revolution I can do a mix in 5.1 and it will work in 7.1, or in 20.2, it can really adapt to whatever format I need. That’s not just a huge time saver for me, but it also makes it easy for me to explore new creative ideas – It’s a great tool!

“In the National Geographic project, we had lots of different environments, with different formats and channel counts. David was the head of the project, and I worked with him in the sound development, creating multichannel soundscapes, as well as the final immersive mix in New York. We both worked in Nuendo, and I also used Pro Tools for the sound development.

We were pretty much done with the mixes when the Flux guys asked me to check out the very first version of Spat Revolution. I started using it for the last part of the soundscape development, and I was blown away with how powerful it was. You were free to create whatever format and channel count you wanted – it was absolutely portable to any setup. I could mix multiple stereo sources to create soundscapes in any format. I created several 5.1 and 7.1 libraries, and used it on some final mixes. I decided right then that I would use it on my next project too.”

That versatility, and the ability to adapt each mix to virtually any multichannel format, was a major factor in his enthusiasm for the program.

“The Ocean Odyssey exhibition is spread over several different rooms,” he observes. “Each room and environment uses several different speaker combinations. The possibility to not have to redo the mix for each venue on installations like this one is a big value for us.”

Sabino Cannone - Studio

Spat’s object based protocol was a new concept, Cannone explains.

“This was my first time working in object-based mixing, and I will admit it took some getting used to. For me, the focus of the sound is the most important factor. With object based mixing, you have a lot more freedom in movement of sounds, but with that freedom it becomes more challenging to maintain focus. It was a challenge at first, but once I understood how to manage objects, it was amazing how much easier it was. I think it was good for me that my first experience was using it on a very complex project, with so many options, because it really pushed me to learn about how to keep things in focus.”

Maintaining focus and balance in the mix is important in any format, but even more so when working in immersive, says Cannone.

“I think before you can understand working in immersive, you have to understand balance. All the sounds have to sit nicely in a stereo field before you can spread them to a surround field. And even before stereo, the mix must work in mono. I work a lot in mono – that’s another thing I learned from David Kahne. It’s funny – if you listen to those old Motown recordings, they were all done in mono, and yet they almost sound like stereo, because of the space and the balance. It all goes back to the way the brain perceives sound.”

Needless to say, Cannone is still enthralled with working in immersive audio, and enthused to explore the potential of working with Spat Revolution.

“We have come very far from the early days of immersive,” he points out.

“Years ago, when you did a mix in 5.1 surround, it was only for 5.1. With Spat Revolution, I can do a mix in 5.1 and it will work in 7.1, in 20.2, it can really adapt to whatever format I need. That’s not just a huge time saver for me, but it also makes it easy for me to explore new creative ideas. It’s a great tool.”

The post Sabino Cannone Dives Deep Into Immersive with Spat Revolution appeared first on FLUX:: Immersive.

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FOH Engineer Johnny Torchy on Advancing the Wavefront of Neko Light Orchestra with Spat Revolution https://www.flux.audio/2020/09/07/foh-engineer-johnny-torchy-on-advancing-the-wavefront-of-neko-light-orchestra-with-spat-revolution/ Mon, 07 Sep 2020 14:32:49 +0000 https://www.flux.audio/?p=14952 The post FOH Engineer Johnny Torchy on Advancing the Wavefront of Neko Light Orchestra with Spat Revolution appeared first on FLUX:: Immersive.

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Toulouse, France – August 2020

Veteran live sound engineer Johnny Torchy has spent many years mixing shows across his native France and the rest of Europe. He’s also known as an early adopter, and isn’t afraid to try out new tools and technologies in his work.
Most recently Torchy has been driving the faders for French melodic rockers Neko Light Orchestra.

In celebration of the band’s eight anniversary, Neko Light Orchestra booked the 800-seat Le Bascala, in the Bruguières district of Toulouse, for their “Marathon Musical Festival,” featuring eight concerts in 12 hours. As if that wasn’t enough of a challenge, the decision was made to present the show in an immersive environment.

Torchy says the goal was to recreate the location of the various musicians on stage – up to 13 members – while creating a sense of depth using advanced room acoustics simulation. To meet the challenge, Torchy chose object-based immersive mixing via Spat Revolution and Wave Field Synthesis technology.

Johnny Torchy

“Part of the challenge was that WFS typically calls for a large number of loudspeakers to create reliable results,” Torchy observes.

“But in fact, for this project I’ve used only seven line array sources, all in front of the audience. The results were very impressive.”

Torchy’s system utilized seven clusters of four L-Acoustic KARA loudspeakers facing the audience, with seven stacks of two KIVA cabinets on stage lip for front fill. Driving the mix was a Yamaha CL5 console equipped with a Rio 3224D I/O box bringing in 60 inputs. System connectivity was via a Dante DVS network, with a MacBook Pro running FLUX:: Immersive Spat Revolution.

“Most of the sources were sent post-fader to Spat Revolution, except for a few of the more complex instruments using multiple microphones, like piano, harp, and string sections, where we sent summed stems.” Torchy explains.

Johnny FOH

Whatever the placement of each musical object, I was able to use Spat Revolution WFS to create the image I had created in the studio. I don’t know of any other system that can do this over such a wide audience area.

Using Spat Revolution’s advanced reverb engine enabled Torchy to perform advanced acoustic simulation, recreating perceived dimension and space in ways traditional consoles and PA systems cannot achieve.

“I was shocked,” Torchy reports.

“The sensation was simply incredible. You could literally make the source disappear. Of course there’s still sound coming from the loudspeakers, but the speakers themselves literally become transparent, with the actual wavefront of the source objects dominating. It’s no longer the same as mixing at a console with left and right channel. Its more like mixing in a virtual room, created in Spat Revolution.”

Torchy had previously built a smaller seven-speaker setup to test the system and do preproduction, but the impact in a live setting was simply remarkable.

“With Spat and WFS, I’m able to transmit the imaging and the artistic emotion not just to 15 or 20 percent of the audience that’s seated in the middle, but to the entire audience,” he enthuses. “Whatever the placement of each musical object, I was able to use Spat Revolution WFS to create the image I had created in the studio. I don’t know of any other system that can do this over such a wide audience area.”

For Torchy, this was an experience he will not soon forget.

“It was beyond any other setup I’ve ever deployed. It will be hard to go back to anything less.”

The post FOH Engineer Johnny Torchy on Advancing the Wavefront of Neko Light Orchestra with Spat Revolution appeared first on FLUX:: Immersive.

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Creating binaural content with Spat Revolution https://www.flux.audio/2020/07/21/creating-binaural-content-in-object-based-audio-with-spat-revolution/ Tue, 21 Jul 2020 18:46:49 +0000 https://www.flux.audio/?p=14612 The post Creating binaural content with Spat Revolution appeared first on FLUX:: Immersive.

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Spat Revolution Binaural

FLUX:: IRCAM Spat Revolution is an object-based immersive audio mixing suite that includes a stand-alone rendering and processing application, and a set of plugins for audio and automation integration with various DAW hosts.

Spat Revolution renders virtual environments (Rooms) using a variety of spatialization techniques and panning protocols, and integrates the fundamental channel and scene-based approaches; Ambisonics and HOA.

While rendering to loudspeakers, which often is the final destination, one of the most often-used techniques in Spat Revolution relies on binaural synthesis and the ability to render the source objects, arbitrarily positioned in a virtual environment, to a pair of standard headphones using the same two audio channels. 

Binaural takes two forms: First, binaural can be chosen as a stream type in order to virtualize every individual source-object and the room effect (acoustic simulation) of a Spat Revolution room (your object-based mix). This is the ideal scenario when creating content for live streaming, or for bouncing the two audio channels as a binaural deliverable.

Because multiple rooms are supported, some scenarios may include having some source objects connected to a binaural room, while others are connected to a standard stereo room. This strategy enables the mixer to, for example, keep some instruments that are rich in transients, like a kick drum in a stereo pan law, very much locked in between the ears. A simple summation then returns everything together in the headphone mix in the end.

The second form of binaural is binaural monitoring. This makes it possible to audition any channel-based speaker arrangements over your headphones. In this particular case, you are virtualizing each speaker as a source, which is extremely convenient when you don’t have access to the diffusion system you are preparing the content for. 

In the two binaural modules in Spat Revolution, Room or Monitoring, there is an option to choose an HRTF. By default the HRTF used is Kemar, though this can be changed in the set up in the Spat Revolution preferences page.

The post Creating binaural content with Spat Revolution appeared first on FLUX:: Immersive.

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Managing and Importing HRTF https://www.flux.audio/2020/07/21/managing-and-importing-hrtf/ Tue, 21 Jul 2020 18:12:44 +0000 https://www.flux.audio/?p=14620 The post Managing and Importing HRTF appeared first on FLUX:: Immersive.

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SPAT Revolution HRTF

Using binaural audio means dealing with HRTFs. In the HRTF section in the Spat Revolution preferences menu, you can access and manage HRTFs. The HRTF used by default is Kemar, which can of course be changed and another HRTF can be set up as default instead.

HRTF Preferences


In the Manage HRTF section you have access to a database listing locally available and downloadable HRTFs. When an HRTF is downloaded, or locally available on your computer, you can set up, with
Include or Exclude, which HRTFs are displayed as available in the Spat Revolution Binaural Room or Binaural Monitoring modules.

HRTF Manage


As an example, the KU100 Neumann HRTF, commonly used in 360/VR pipelines and in VR SDKs (Google, YouTube, etc.), is available in the database and can be downloaded and included in your workflow.


Choosing the KU100 Neumann as the default HRTF will assure it is selected automatically every time you use a Binaural Room or Binaural Monitor module.

HRTF Manager


If you are fortunate enough to have your own HRTF, you can simply import your file to Spat Revolution in a few simple steps. First, verify that your HRTF is using a SOFA file format and that it’s Diffuse Field Equalized – this means that the direction-independent component in the HRTF is removed. This direction-dependent component is referred to as a DTF (Direct Transfer Function) version. Supported are SimpleFreeFieldHRIR or SimpleFreeFieldSOS IIR.  HRTF Modeled as IIR filters are preferred.

Ideally, your file name ends with SampleRate.SOFA. With this file name structure, Spat Revolution will import all your HRTFs as one single entity, with various sample rates available. (Without this file name structure, each sample rate will be imported as a separate HRTF, which is not as convenient. File example “My HRTF name”_44100.sofa “My HRTF name”_48000.sofa :My HRTF name”_96000.sofa)

Importing your HRTF to Spat Revolution will require four simple steps:

1. Locate your files and open Spat Revolution.

2. Go to Preferences, HRTF section, Manage HRTFs.

HRTF Preferences


3. Press the import button and select your .SOFA files (You can select all sample rates).

HRTF Manage

4. Make sure to choose the DTF version of your HRTF.

Success!

HRTF Import Success

When your HRTFs are imported, you will see them as available files, which from now on will automatically be included in your Spat Revolution software preferences. Your last step is to simply choose your HRTF as the default in the HRTF section in the Spat Revolution preferences.

The post Managing and Importing HRTF appeared first on FLUX:: Immersive.

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Acquiring and Importing your Genelec Aural ID to Spat Revolution https://www.flux.audio/2020/07/21/acquiring-and-importing-your-genelec-aural-id-to-spat-revolution/ Tue, 21 Jul 2020 17:17:24 +0000 https://www.flux.audio/?p=14603 The post Acquiring and Importing your Genelec Aural ID to Spat Revolution appeared first on FLUX:: Immersive.

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Genelec - Aural ID

Using the generic Kemar HRTF provided as a default for binaural in Spat Revolution, or downloading any of the popular HRTFs used in 360/VR pipelines such as the Neumann KU 100, is where binaural starts. Achieving a more accurate and reliable monitoring experience, with a far more natural sense of space and direction, can be achieved with your own individual HRTF.

Unfortunately, a personalized HRTF is not easy to come by. Some laboratories do offer them, but the expense makes them largely impractical for most engineers. 

Rest assured, the Genelec Aural ID and a simple import of your HRTF file into FLUX: IRCAM Spat Revolution will have you covered here.

Some background. Our head, outer ear shapes, and head movements provide us with a wonderful ability to localize sound sources, which is why monitoring over loudspeakers works so effectively. Headphones, however, break the link to these natural mechanisms we have acquired over our lifetime, making it harder to localize sounds, since sounds from headphones seem to reside ‘inside’ our heads rather than all around us.

The Aural ID computes how your head, external ear, and upper body affect and color audio arriving from any given direction. This effect is called Head-Related Transfer Function (HRTF), and is unique to each user. The Aural ID calculates your individual HRTF by modeling your personal head and upper torso features, and creates a file that can be integrated into your Spat Revolution audio workstation. All thanks to the SOFA file format supported by Genelec and FLUX:: IRCAM.

For more information on managing and importing HRTFs read the Managing and Importing HRTF article.

The post Acquiring and Importing your Genelec Aural ID to Spat Revolution appeared first on FLUX:: Immersive.

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Getting your Aural ID for binaural reference accuracy https://www.flux.audio/2020/07/21/getting-your-aural-id-for-binaural-reference-accuracy/ Tue, 21 Jul 2020 16:56:47 +0000 https://www.flux.audio/?p=14591 The post Getting your Aural ID for binaural reference accuracy appeared first on FLUX:: Immersive.

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Genelec - Aural ID

Using the generic Kemar HRTF provided as a default for binaural in Spat Revolution, or downloading any of the popular HRTFs used in 360/VR pipelines such as the Neumann KU 100, is where binaural starts. Achieving a more accurate and reliable monitoring experience, with a far more natural sense of space and direction, can be achieved with your own individual HRTF.

Unfortunately, a personalized HRTF is not easy to come by. Some laboratories do offer them, but the expense makes them largely impractical for most engineers. 

Rest assured, the Genelec Aural ID and a simple import of your HRTF file into FLUX: IRCAM Spat Revolution will have you covered here.

Some background. Our head, outer ear shapes, and head movements provide us with a wonderful ability to localize sound sources, which is why monitoring over loudspeakers works so effectively. Headphones, however, break the link to these natural mechanisms we have acquired over our lifetime, making it harder to localize sounds, since sounds from headphones seem to reside ‘inside’ our heads rather than all around us.

The Aural ID computes how your head, external ear, and upper body affect and color audio arriving from any given direction. This effect is called Head-Related Transfer Function (HRTF), and is unique to each user. The Aural ID calculates your individual HRTF by modeling your personal head and upper torso features, and creates a file that can be integrated into your Spat Revolution audio workstation. All thanks to the SOFA file format supported by Genelec and FLUX:: IRCAM.

The post Getting your Aural ID for binaural reference accuracy appeared first on FLUX:: Immersive.

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FLUX:: Immersive Studio in Montreal, Canada https://www.flux.audio/2020/07/21/flux-immersive-studio-in-montreal-canada/ Tue, 21 Jul 2020 15:04:43 +0000 https://www.flux.audio/?p=14565 The post FLUX:: Immersive Studio in Montreal, Canada appeared first on FLUX:: Immersive.

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FLUX:: Immersive Studio at Showmedia in Montreal is now available for object-based mixing and immersive audio productions. The facility is equipped for training, pre-production mixing, auralization/virtualization and live production mixing for spatial audio streaming in binaural, as well as for other types of immersive audio projects.

The studio is based around an Avid S6L Mixing Console system and up to 128 channels of Pro Tools recording for virtual production and pre-production, with object-based audio (ADM) recording & playback (Incl. Dolby ADM Master playback).

For the immersive mixing a redundant FLUX:: IRCAM Spat Revolution rendering engine is used, supporting various sample rates and audio interfaces (AVB, Dante, MADI, etc).

The Spat system provides virtual rooms for various stream types, formats and technologies (WFS, Ambisonic, Binaural and traditional 2D/3D systems including Dolby Atmos), including Binaural audio stream type with real-time rendering for streaming spatial audio on two channels.

The studio provides monitoring in stereo, binaural and multichannel frontal for WFS or Angular. Surround support option is possible.

On our homefield we of course have all the FLUX:: audio processing tools, and the Flux:: Analyzer multichannel audio analysis system available.

Other gear available in the studio is; Merging Technologies Ovation playout, Remote stage I/O blocks of 64 x 32 (up to 192 channels), Audio Toolbox for bridging to various formats (MADI, MADI SFP, AES 67, AVB, DANTE), and of course, loads of other beautiful audio gear…

The post FLUX:: Immersive Studio in Montreal, Canada appeared first on FLUX:: Immersive.

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Democracy for Immersive Audio at the 360 Paris Music Factory https://www.flux.audio/2020/06/12/democracy-for-immersive-audio-at-the-360-paris-music-factory/ Fri, 12 Jun 2020 16:06:00 +0000 https://www.flux.audio/?p=14320 The post Democracy for Immersive Audio at the 360 Paris Music Factory appeared first on FLUX:: Immersive.

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From Pre-Production to Live Show at the 360 Paris Music Factory

Democracy for Immersive Audio – Introducing the use of immersive audio in a performing arts venue is not a crazy exclusive scientific stunt, and not something that is out of reach today. 

In the above video, Sound engineer Jean-Loup Pecquais talks about how to setup and configure a standard stereo or LCR system, with additional loudspeakers surrounding the audience, running through Spat Revolution to provide alternate advanced panning tools for mixing immersive for a concert at the 360 Paris Music Factory venue in Paris, France. A venue where guest artists and engineers now gets the the creative freedom to produce immersive content with the in-house system.

The 360 Music Factory - Paris

The 360 ​​Paris Music Factory venue opened in the beginning of February 2020, in the heart ofthe Barbès district in Paris, and then presented its first immersive concert; a unique musical experience created by the Orléans jazz trio Akagera. Flux:: has been working in the 360 Paris Music Factory with the concert spatialisation aspect of the project and the venue is now equipped with Spat Revolution processing computer to host engineers and offer an alternate panning

The 360 is a quite small venue, with less than 200 seats and a total capacity of 300 with the tiers folded back. The acoustics in the venue is very controlled and quite dry making it an ideal situation for spatialization, and for playing with the direct sound to bring an additional dimension to the spectator’s experience.

The 360 Music Factory - Paris

The 360 Music Factory offers a pleasant setting for working with immersive audio. With their in-house Nexo system and a signal path going through an Allen & Heath SQ5 and a simple 8 speaker system setup, using Spat Revolution, gives the audience a full true immersive experience.

The NEXO system consist of two P12s out front and six ID24s for the main floor provides the option for immersive sound. Up top at the balcony  two P12s and two ID24s behind, covers the immersive aspect. The Allen & Heath SQ5 and two RIOs on the stage, all communicate on a Dante network, which enables a particularly fluid interaction with the SPAT Revolution.

The on-site system relies on eight main speakers surrounding the listener, and using the blueprint of their placement, provided by the NEXO NS-1 system, the speaker arrangement was sketched up in SPAT Revolution. By entering the placement of each speaker into the SPAT and from that configuration create a binaural simulation, the engineer can then listen in binaural from home, or anywhere outside the venue, and get an idea of what may happen during the show.

This approach creates the advantage to get started already in beforehand, using a multitrack recording from a previous concert, sending the tracks to Auxes in a DAW (in our case, Reaper) with SPAT Send plug-ins inserted, and then summing to a bus with the SPAT Return plug-ins inserted to get the signal return back from SPAT again.

In SPAT Revolution all the inputs correspond to the send plug-ins from the DAW, each and one connected to a source object, and the sources routed to a Room to work virtually in the acoustic space of the concert hall, distributing the sounds within the space, start imagining soundscapes and playing with the reverb, all in order to envisage how the show will play out in the end.

To monitor this in binaural a Master can be created and linked to the Room, with a conversion block in the Binaural Monitoring block to convert the actual 8.1 system to binaural.  Option in the Binaural Monitoring block to select an HRTF

With this setup, it’s possible to start working on the placement of the instruments in the space, based on the recorded material, and to use the workflow to anticipate a certain number of things that may happen in the venue.

The post Democracy for Immersive Audio at the 360 Paris Music Factory appeared first on FLUX:: Immersive.

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SPAT Revolution a Creative Playground for Sound Designer Jonas Gehrmann https://www.flux.audio/2020/05/21/spat-revolution-a-creative-playground-for-sound-designer-jonas-gehrmann/ Thu, 21 May 2020 20:45:00 +0000 https://www.flux.audio/?p=13853 The post SPAT Revolution a Creative Playground for Sound Designer Jonas Gehrmann appeared first on FLUX:: Immersive.

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Berlin, Germany—April 2020…

Given his background mixing front-of-house for rock bands, it’s no surprise that when Sphereo sound designer and 3D audio operator Jonas Gehrmann discusses immersive audio, he focuses a lot on music use cases. “In the end, immersive audio for concerts should be about music and not about technology,” he insists. “If you make an immersive concert mix where stuff is flying around, after two minutes it’s boring. We might use FLUX:: Immersive’s SPAT Revolution to create a more 360 degree image of the stage from the viewers position, so you are standing next to the guitar player and you hear the drums and guitar from there. We can use it to create a space for the in-ear monitors, where you usually wouldn’t hear the onstage sound. We create an immersive experience on the stage, but it’s still within the music; it’s not a rollercoaster ride.

Gehrmann uses SPAT Revolution to create immersive environments in a variety of venues, ranging from concert and theater venues such as Berlin’s historic Friedrichstadt-Palast theater, where he is a member of the sound designers’ team, to planetariums and other settings. “When you’re providing an immersive experience, every sound has to reach every point in the audience,” he observes. “When you do that with regular level panning, if you make it loud enough to hear in some places, it’s much too loud in other places. With SPAT, it’s possible to do an immersive experience where the mix is very accurate everywhere in the theater. We use SPAT to give the audience a natural sound; the people should think there’s nothing on the PA. What I do and what Fabian [Gehrmann’s Sphereo partner, room acoustic engineer Fabian Knauber] does has to be about music and to involve natural hearing.

Another advantage of SPAT is that it’s scalable and can be used in venues of varying sizes and with different loudspeaker systems. “For the immersive planetarium shows I did with pianist Kai Schumacher, we did 15 shows at 6 different planetariums over a couple of years,” Gehrmann recalls. “Every planetarium was different. Sometimes the people just sat in rows or in a circle because the stage is the dome. Schumacher is playing the piano live, and the sound goes to speakers in the roof. We had a 12-, a 16-, and a 24-speaker setup that we carried around to cover the various planetariums and other venues. With SPAT, we were able to provide a great sounding immersive experience in all of them.

That’s not to say it’s always easy adapting to different speaker systems. “Each type of loudspeaker gives you different results because of the loudspeaker’s design, so you have to account for that,” notes Gehrmann. “Compression, distortion, and phase issues can affect your results. Older halls where you have a a combination of different types of speakers can be especially challenging. We’ve worked in spaces where the differences between speakers weren’t correct for the room, some speakers were an odd shape, and we had totally weird problems. But SPAT makes those issues much easier to deal with than other immersive systems.

To date, all of Gehrmann’s projects have been for stationary audiences but he is eager to try new things. “I want to do an installation with SPAT where people can move around,” he muses. “One of our ideas is to put audio on headphones for people in an audience and track their positions as they move around. The sound will change along with their position.

SPAT is a professional tool, Gehrmann emphasizes, and to get the best results, you need to understand what you’re doing. “It’s not a trial-and-error tool for people who aren’t willing to learn how it works,” he asserts. “You have to know about room acoustics and which features will do what you want. But once you learn how to use it, it’s a powerful creative tool. SPAT gives you ideas and inspiration for new things you can try because it can do so much. It’s a big playground. And if you suggest a good idea to the people at FLUX:: Immersive, they will implement it, so you can directly influence the product. That’s very different from other companies.

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How to set up your DAW with SPAT Revolution https://www.flux.audio/2020/05/01/how-to-set-up-your-daw-with-spat-revolution/ Thu, 30 Apr 2020 22:00:00 +0000 https://www.flux.audio/?p=14024 The post How to set up your DAW with SPAT Revolution appeared first on FLUX:: Immersive.

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The easiest and fastest way to get started with SPAT Revolution in a DAW environment is by using the Local Audio Path mode, running SPAT Revolution on the same workstation as the DAW.

To facilitate this and to get started easily, we have created sessions and templates for a variety of DAWs and SPAT Revolution.

 

Steinberg NUENDO

Project Sessions and Templates downloads

Template used in the video tutorial

Other templates

  • Basic music NPR
    Stereo, 5.1, Atmos 5.1.4  output formats with binaural monitoring.

Resources for more information and troubleshooting

AVID Pro Tools

 

 

Project Sessions and Templates downloads

Template used in the video tutorial

Other templates

  • Basic music PTX
    Stereo, 5.1, Atmos 5.1.4  output formats with binaural monitoring

Note: For Avid HDx users, please make sure to use the specific Pro Tools HDX template session. This ensures that the Native SPAT Revolution plugin gets instantiated under Pro Tools HDX systems using local audio path (the audio pipe or bridge) function of SPAT Revolution production suite.

Resources for more information and troubleshooting

 

Merging Technologies Pyramix

 

Project Sessions and Templates downloads

Template used in the video tutorial

Other Templates


Resources for more information and troubleshooting

 

 Cockos Reaper

 

 

Project Sessions and Templates downloads

Template used in the video tutorial

Other Templates

Resources for more information and troubleshooting

 

Additional Resources

Our product specialists are continuously working on different setups and templates, and in the future we will add templates for Steinberg Nuendo, Ableton Live and many others.

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