3 ms·
You say this like it's bog standard but adding HRTF and compensation for speaker distance are not part of a standard panning algorithm. This is more likely to e
by qmmmur 6y ago
You say this like it's bog standard but adding HRTF and compensation for speaker distance are not part of a standard panning algorithm. This is more likely to exist in another module, such as for ambisonics or correction.
- TheOtherHobbes 6y agoHRTF is often used in game audio and AR [2], but never [1] as a mix effect in commercial DAWs. HRTF is a blunt instrument anyway. It's supposed to model your head and not just a standard imaginary generic head, and that's impossible without sticking a microphone inside each ear. It's also a headphone-only effect. As soon as you play the sound through speakers you get room reflections and all kinds of other artefacts which wash out the spatial detail. [1] Almost never. There are HRTF plugins, but they're hardly ever used in music mixing. [2] Apple has some HRTF patents for recording audio on multiple channels - not just two - using HRTFs to capture apparent depth.
- qmmmur 6y agoSorry this is just wrong. What is your basis for saying that HRTF are never used in commerical DAWs? Have you read anything by Bob Katz or Rashad Becker? Or perhaps you're not aware of the several options people reach for to perform multichannel mixing using ambisonics: https://plugins.iem.at/ https://plugins.iem.at/ https://www.ssa-plugins.com/ https://www.ssa-plugins.com/ http://www.ambisonictoolkit.net/documentation/reaper/ http://www.ambisonictoolkit.net/documentation/reaper/
- mgraczyk 6y agoIt isn't about speaker distance, it's about distance between ears. I agree that HRTFs are uncommon in mixing, but spatialization without some frequency dependent attenuation generally sounds "flat" with headphones. Although VR systems and big budget spatialization like Atmos will account for speaker distance (so called near field effects) it's almost impossible to notice those effects for stationary sources and no head-tracking.