Giter Site home page Giter Site logo

Comments (5)

VoidXH avatar VoidXH commented on July 28, 2024

These were chosen as the top 5 most common 8+ channel layouts. You could just remove wides from 9.1.6, channel locations don't change between layouts.

Tops and heights are practically the same, AVRs just call them one way or the other, but play the same exact sounds. In Cavern, if you're putting the speakers lower, it would mean more and faster transitions to them, since the limit of object movements is the ceiling (unlike half of it for Dolby's reference implementation).

from cavern.

Sawtaytoes avatar Sawtaytoes commented on July 28, 2024

if you're putting the speakers lower, it would mean more and faster transitions to them, since the limit of object movements is the ceiling (unlike half of it for Dolby's reference implementation).

Faster transitions to height speakers because they're farther down? I thought the height speakers were supposed to be (in Atmos) at the top-most portion of the wall in the front and back of the room. Is it just Cavern that handles them differently if set as heights instead of tops?

Also, what do you mean by half of the ceiling is the limit of objects in the Dolby reference implementation?

from cavern.

VoidXH avatar VoidXH commented on July 28, 2024

I thought the height speakers were supposed to be (in Atmos) at the top-most portion of the wall in the front and back of the room.

Heights are Auro and somewhat ProLogic. Atmos has a ground layer (middle of the wall in cinemas) and a top layer.

Is it just Cavern that handles them differently if set as heights instead of tops?

As far as I know, only Cavern and Trinnov handle speaker placement correctly, others just work with the discrete outputs of a 9.1.6 render.

Also, what do you mean by half of the ceiling is the limit of objects in the Dolby reference implementation?

See this. If they reach half the height, they'll be completely on the top layer.

from cavern.

Sawtaytoes avatar Sawtaytoes commented on July 28, 2024

Heights are Auro and somewhat ProLogic. Atmos has a ground layer (middle of the wall in cinemas) and a top layer.

My receiver supports this Dolby Atmos 7.1.6 layout with front and rear heights rather than tops:
image
Source: https://www.dolby.com/about/support/guide/speaker-setup-guides/7.1.6-mounted-overhead-speakers-setup-guide/

This is how I've setup my room. I would expect this to sound different because the heights are gonna track more closely to the cube shape in the Dolby Atmos Renderer than the sphere shape you'd get by making them tops.

See this. If they reach half the height, they'll be completely on the top layer.

There's a guy who provided an Atmos download, and when I play that back on my system, the only time objects are out of the ground speakers is when it's 100% on the top. If not, it images between them.

That's why I'm wondering about this 50%. It might be true, but it's not how my receiver is processing those objects.

from cavern.

VoidXH avatar VoidXH commented on July 28, 2024

This is how I've setup my room. I would expect this to sound different because the heights are gonna track more closely to the cube shape in the Dolby Atmos Renderer than the sphere shape you'd get by making them tops.

Most Atmos renderers work with room boundaries, regardless of what you set up. You front left will always render objects which are at the front left corner of your room. Because sound designers always expect a wall-to-wall screen (they don't mix for homes), this manifested in the home as "put your fronts next to your screen".

These soundstage warpings are a compromise and are normal. These official speaker positions exaggerate the mapped space in different ways, but the sound they render to top channels are always made for the corner or the side edge of the room. This is visible when you load up a channel-based Atmos demo, like Overwatch, which is a 9.1.6 pre-render.

That's why I'm wondering about this 50%. It might be true, but it's not how my receiver is processing those objects.

It is, just play the helicopter demo on it and on Cavern. In the visualizer, it's running in a circle, yet on AVRs, it's running along the walls, see #91.

from cavern.

Related Issues (20)

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. 📊📈🎉

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google ❤️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.