hey, thanks these are great tips. I know what to try and avoid now.
Especially keeping the bass mono, how to do the mono compatibility check.
Interesting about the spatial effects that can be achieved with phase.
So, basically in a two speaker setup in which the speakers are pointing diagonally inwards towards the static listener who is in the sweet spot if two sines are played simultaneously panned hard left and hard right, one of them being inverted, there will be cancellation.
Similarly if one of the sines is pushed forward (or delayed) by exactly half a cycle this will be essentially the same as an inverted sine, causing cancellation. That is where there is a peak on one, there is a trough on the other.
This must apply to any sound which is inverted and played back at the same time as another version of itself which is uninverted. For example, a snare drum panned hard left and inverted played simultaneously with a snare drum panned hard right uninverted.
As for the subwoofer, always mono fat bass…although perhaps if the bass sound has some mid or high frequency elements it may be possible to separate and pan somewhat, but in general powerful bass sounds should stay mono, because the longer and higher amplitude waveforms of bass sounds are more prone to cancellation issues.
This is seriously cool, Im going to really try to take advantage of renoise panning automation from now on.
Im surprised people who make music dont take advantage of panning and spatial effects more, with sounds flying byfrom left to right or right to left, or even circling, with front to back effects going on, taking advantage of either dolby surround for speakers or precedence effect on headphones. I guess in a nightclub or sound system speaker setup it cannot be advantageous to do things in this way, but in a cinema or inside game audio, it will be advantageous to provide a more immersive expeerience:
“The precedence effect or law of the first wavefront is a binaural psychoacoustic effect. When a sound is followed by another sound separated by a sufficiently short time delay, listeners perceive a single auditory event; its perceived spatial location is dominated by the location of the first-arriving sound. The lagging sound also affects the perceived location. However, its effect is suppressed by the first-arriving sound.”
Apparently dolby has already figured out a system which can also do up and down, or in other words, height (floor and ceiling mounted speakers and precedence effect for headphones).
At any rate renoise already has dolby surround capabilities for cinema or game audio people.
Im going to expeiment with panning a lot from now on.
One thing I have noticed about renoise panning though, is that as it has 256 points, an even number, there cannot be a center point for panning, instead there are two, named 0L and 0R.
"Dolby Atmos is a new 3D surround sound technology that is marketed as spatial sound . Embraced as the successor of the traditional surround sound (5.1 and 7.1), Atmos is a lot more clever when sending sounds to your speaker system or headphones.
While traditional surround technologies use 5 or 7 separate channels to distribute sounds, Atmos doesn’t use channels at all. Instead, it creates a surround effect by mapping sounds to virtual locations in 3D space, which also adds height to the whole surround equation. This is why all high-end sound systems with Atmos support include a ceiling-mounted speaker (or a floor speaker that bounces the sound off the ceiling). This all makes for a smoother, more realistic surround sound, otherwise impossible via the traditional channel-based approach.
The Windows 10 Creators Update also added a separate Dolby Atmos feature called Dolby Atmos for headphones . Instead of using an Atmos-compatible receiver and a special speaker setup, Dolby Atmos for headphones uses a digital signal processor (DSP). In other words, it fetches sounds from your PC and mixes it digitally for an improved spatial sound.
While this doesn’t achieve the sound quality of the main Dolby Atmos technology (via receiver), it makes up for an improved positional sound experience with every headset, headphones or earbuds. It’s extremely helpful for games because it makes it easier to pinpoint where the sounds are coming from.