Ambisonics isn’t new. It’s been around since the 70s but for a few reasons it was a technology which was before its time. Thankfully the world has caught up with Ambisonics and most of the barriers which prevented it thriving first time around have largely fallen away. Even if you only ever record in stereo you might be missing out if you don’t learn about Ambisonics and what it can do.
Following on from our Object Based Audio article, in this article we will explore 3 case studies of applications for object based audio presented at the Dublin AES Convention from recent live events where engineers from the EBU, Fraunhofer and Dolby experimented with delivering object based audio to the end user.
We have become aware that a growing number of people understand that Object Based Audio means Dolby Atmos and Dolby Atmos mean Object Based Audio. Although Dolby Atmos is an application of object based audio it is by no means the only application for object based audio. In this article we care going to explore some of the other applications of object based audio.
Sound Particles is an immersive 3D CGI-like application for film, TV, VR, music and game audio production. Having been used on many feature film releases (including Aquaman, Ready Player One, Batman vs Superman, among many others) since its release just over three years ago, Sound Particles 2.0 adds binaural monitoring, Windows support, Ambisonics file import, CGI file integration and real-time rendering, along with many more significant feature updates.