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#1
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Ambisonics and posting VR content
Could someone clarify the basic audio post workflows for ambisonics/VR content? I'm just wrapping my head around (pun intended) the terminology and possibilities. I understand (basically) the theory of capturing audio with an Ambisonic mic while shooting 360 video, but not completely clear on workflows for audio posting that content with additional sound design audio media, deliverables etc. AND how/where the head "tracking" information gets integrated. For example, let's say there is a location shoot capturing 360 video and a B-Format (4 channel) audio stream. Now in they want to add SFX, backgrounds, potential dialogue/VO overdubs etc. and mix to create their final VR product (let's say for You-tube distribution for example).
With Google and Facebook both embracing ambisonics as the format of choice lets keep it there. Thanks
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Tim Reisig Main System: Pro Tools Ultimate 23.12, HD Native TB, HD OMNI, S3/Artist Transport/Eucontrol 22.20, Apogee Rosetta 800 w/XHD card, Avid 96 I/O Mac OS 13.2.1, 2018 Mac Mini 3Ghz i5, 32Gig RAM System 2: Pro Tools 23.9 (no Hardware), Mac OS 13.2.1, MBP (Macbook Air M2, 2022 24Gig Ram) Last edited by Tim R.; 10-11-2016 at 10:41 AM. Reason: gramatical correction and content addition |
#2
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Re: Ambisonics and posting VR content
When I create a soundtrack in ambisonics, I start off with the usual mono and stereo components and place them into an ambisonic soundfield using an ambisonic panner such as Ambi-pan from Noisemakers. Facebook also offers free 360 tools, as does Occulus. There are also ambiance fx available in B format. The Ambisonic format for 360 VR is ambi-x. YouTubes' 360 channel can decode this. The head tracking is coming from the VR headset.
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Dell Precision 490 Workstation, dual 4 core 5355 Xeon, 16gb Samsung DDR2 ECC Ram - Windows 7 Ultimate - Nvidia GTX 650 - 3 x Internal WD Blacks - PT 2018.3 - Digi 002R - Original Mackie HUI - 3 screens - JBL Monitoring. Dell XPS 8700 i7-4790 - 24gb RAM - Windows 10 - Nvidia GTX 1060 6GB with Studio driver 546.01 - 2 x Internal Samsung 860 EVO SSDs, and MSATA card - Davinci Resolve Studio 18.6.4 - 3 screens - Blackmagic Speed Editor - MK1 Presonus Faderport - Canon C100 mk2 - Atomos Ninja 2 - Zoom H2n |
#3
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Re: Ambisonics and posting VR content
Quote:
What is your output format/delivery medium? How are you monitoring when mixing ambisonic?
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Tim Reisig Main System: Pro Tools Ultimate 23.12, HD Native TB, HD OMNI, S3/Artist Transport/Eucontrol 22.20, Apogee Rosetta 800 w/XHD card, Avid 96 I/O Mac OS 13.2.1, 2018 Mac Mini 3Ghz i5, 32Gig RAM System 2: Pro Tools 23.9 (no Hardware), Mac OS 13.2.1, MBP (Macbook Air M2, 2022 24Gig Ram) |
#4
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Re: Ambisonics and posting VR content
There are also Sound Particles and Audio ease plugins that can do the panning in the 360 field.
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#5
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Re: Ambisonics and posting VR content
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Tom Hambleton CAS Ministry of Fancy Noises IMDb Undertone on Facebook Undertone Custom Sound Libraries "Groupable markers would be epochal!" -Starcrash |
#6
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Re: Ambisonics and posting VR content
I've been using the Facebook 360 plugs. They are free and come with a template and a player that slaves to Pro Tools via the plugins. The player is buggy, but the plugins do a pretty good job. The plugs support Ambisonics 4 channel and mono (1.0) to surround (7.0) channel audio formats. The results have been pretty cool so far. Sync is pretty tight if you use movies that are encoded to the FB360 or YouTube spec prior to loading into the player.
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Ray Trujillo Freelance Audio Engineer |
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