Comments (10)
If you only have 2 heights, volume will be reduced by -3 dB to prevent clipping. Some content (like Overwatch) has the top fronts and sides maxed out, and this is what fixes it. For 4 heights, this is not needed, the resulting track can be louder, which is desirable as Atmos tracks don't always have equal gains with the downmix.
from cavern.
So about #88 the lastest clipping issue of render 5.1.2front, does it also need to reduce -3 dB volume?
It seems that volume of 5.1.2front is louder than 5.1.2side.
5.1.2front
from cavern.
If you only have 2 heights, volume will be reduced by -3 dB to prevent clipping. Some content (like Overwatch) has the top fronts and sides maxed out, and this is what fixes it. For 4 heights, this is not needed, the resulting track can be louder, which is desirable as Atmos tracks don't always have equal gains with the downmix.
I can understand why to reduce -3 dB volume for surround and height speaker. Maybe two speakers' tracks mix to one.
But I don't know why ch1-ch4 are also reduced, they are same in either 512 or 714.
from cavern.
5.1.2 front is not rendered as 5.1.2, it's 5.1.4, but the surrounds and surround heights are mixed together. This is because the renderer by definition can't handle triangles. This rendering method is also used for Dolby Atmos itself. Volume is not decreased in this case, because the heights are not handling the entire plane, just their front counterparts. For 5.1.2 side, volume decrease is required, because it can and will happen that the entire sound output comes from them.
from cavern.
the surrounds and surround heights are mixed together
Volume is not decreased in this case
So the surrounds of 5.1.2 front may be clipping???
And I can't find that Dolby supports 5.1.2 front but only 5.1.2 side.
from cavern.
I checked Dolby 2016 demo 0034(512 layout) and 0035(514 layout).
The render result is different by DRP and Cavern.
512 by DRP doesn't reduce -3 dB volume.
Left DRP; Right Cavern
LFE by Cavern is lower than DRP.
Left DRP; Right Cavern
from cavern.
I also checked 0037(714 layout).
I remember this issue was fixed before. Is it right?
LFE by Cavern is lower than DRP.
Left DRP; Right Cavern
from cavern.
So when tuning LFE, which volume should be used?
from cavern.
Add 3 dB, and it will be fine.
from cavern.
Fascinating! I found a test sample file that has Transitions and very complicated visual effects including when an object (and yes it does have dynamic objects that are actually flying) multiply so that one object becomes two objects and also it has effect when one object occupies all the speakers to create Super Sound and reverb. Insane. Sounds good with Dolby Access (Atmos Headphones only + Realtek sound chip + GOOD Sony headphones)
https://disk.yandex.ru/i/NcvWSir_uTehfw
from cavern.
Related Issues (20)
- Under Virtual Presets, there's no 7.1.6? HOT 5
- Selecting User Preset makes the room larger HOT 5
- Headphone Virtualizer AV sync HOT 1
- All good quality films are now systematically in Atmos Dolby TrueHD HOT 4
- Clipping detection
- Channel count is checked at the wrong time for Headphone Virtualizer HOT 1
- QMFB optimization - round 3 HOT 1
- Curve export channels
- QuickEQ Complex mode
- Acurus Muse support
- Add TrueHD Atmos HOT 1
- Is it possible to add 5.1 downmix settings to Cavernize's "Show metadata" feature? HOT 1
- Add Full-screen video player to Cavern Driver HOT 2
- Audio is distorting on Cavernous - How to Fix HOT 2
- Readme update HOT 2
- Can you make a Mac version of it? HOT 1
- How to merge the onboard Realtek 7.1 and USB 2.0 sound card HOT 1
- Questions about Limitless Audio Format HOT 3
- No decoding/playback on recent builds HOT 2
- Measurement export for QuickEQ Home
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from cavern.