The problem with protoos is it only does 7.1 ? I was speaking to one of the
DTS guys and they have to mix hight using only a horizontal monitoring
environment - obviously not ideal !

On 8 December 2015 at 07:10, Douglas Murray <dmur...@well.com> wrote:

> Atmos has a 9.1 “bed" (7.1 with two ceiling arrays), and more objects than
> speakers. Therefore each speaker could have an object dedicated to it. Each
> playback space is different though, so Atmos interpolates objects between
> available speakers to “render" desired pan location to actual monitor
> speaker locations.
>
> I suspect that if you wanted to you could set an object at each speaker’s
> location and send a “holistic” recording to each of those speakers. They
> may not be in the optimum locations for ambisonic decoders but it might not
> be entirely incompatible. That could be made to work with some success in a
> particular auditorium for which the objects match the speaker locations.
> The sound field might not translate so well to other Atmos rooms. Which
> makes me wonder: how would an ambisonic sound field would pay back in other
> sized and equipped Atmos rooms?
>
> I can’t answer any of Spencer’s questions properly. I do know that the
> Atmos RMU (renderer) takes each mono or stereo object audio channel and
> places or pans it around the room based on XYZ and size metadata. These
> positions are mapped to the available speakers based on a stored "room
> configuration" file in the RMU of the number and location of speakers in
> the particular room. These objects can coexist with a conventional “bed” of
> 7.1 L, C, R, Lss, Rss, Lsr, Rsr, LFE arrangement with the addition of the
> "overhead" two arrays of ceiling speakers, 1 running down the left center
> of the ceiling, and one on the right center of the ceiling (called Lts and
> Rts).
>
> There is practical documentation for cinema mixers at
> http://www.dolby.com/us/en/technologies/dolby-atmos/authoring-for-dolby-atmos-cinema-sound-manual.pdf
> <
> http://www.dolby.com/us/en/technologies/dolby-atmos/authoring-for-dolby-atmos-cinema-sound-manual.pdf>
> which contains specific instructions on how to use current technology,
> primarily Pro Tools, to prepare Atmos masters correctly. They don’t address
> HOA at all. Cinemas have RMU hardware in their projection booths, but there
> is also a software only renderer available for sound design rooms, which
> often have a minimal surround and overhead allotment of speakers.
>
> Doug Murray
> Film sound editor
>
>
>
> > On Dec 7, 2015, at 10:50 AM, Ben Bloomberg <b...@mit.edu> wrote:
> >
> > I think the default configuration is 118 objects
> > and two 9.1 beds.
> >
> > :/ not ideal.
> >
> > Ben
> >
> > On Mon, Dec 7, 2015 at 12:55 PM, Spencer Russell <s...@media.mit.edu>
> wrote:
> >
> >> Is there any technical info available about how Atmos content is
> >> encoded? I've seen reference to "128 channels" so does that mean things
> >> are encoded as up to 128 simultaneous channels coming from different
> >> virtual locations? How do they get re-panned for the client-side speaker
> >> configuration? If so are the locations movable or hard-coded in the
> >> format? Are there any shoot-outs out there between Atmos and HOA? It's
> >> hard to find technical info among all the marketing.
> >>
> >> -s
> >>
> >> On Mon, Dec 7, 2015, at 12:37 PM, Stefan Schreiber wrote:
> >>> Peter Lennox wrote:
> >>>
> >>>> Yes, the thinking is that a speaker-layout-agnostic format file can be
> >> transmitted and decoded at the client end of things, so it could end up
> >> being mono, stereo, surround, surround with height, large-scale surround
> >> (eg cinema) and so on, depending on the technical competence of the
> client
> >> machine.
> >>>> Of course, a lot could go wrong...
> >>>>
> >>>>
> >>>
> >>> With the limitation that audio objects alone don't define a real
> >>> acoustic space/environment. (You would have to render this.)
> >>>
> >>> It is good to have options. But audio objects are not very compatible
> >>> with holistic = real recordings?
> >>>
> >>> (Audio objects  have been used  for ages in  game audio, including
> >>> rendering of reflections and simulated acoustics.)
> >>>
> >>> Dolby Atmos is actually a hybrid (C/O) format.
> >>>
> >>>
> >>> Best,
> >>>
> >>> Stefan
> >>>
> >>>
> >>>
> >>>> Dr. Peter Lennox
> >>>> Senior Lecturer in Perception
> >>>> College of Arts
> >>>> University of Derby, UK
> >>>> e: p.len...@derby.ac.uk
> >>>> t: 01332 593155
> >>>> https://derby.academia.edu/peterlennox
> >>>> https://www.researchgate.net/profile/Peter_Lennox
> >>>>
> >>>>
> >>>>
> >>>>
> >>>
> >>> _______________________________________________
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