Taking a Mix from Stereo to DOLBY ATMOS - Dolby Atmos Masterclass Ep. 4 | ADAM Audio
54:46

Taking a Mix from Stereo to DOLBY ATMOS - Dolby Atmos Masterclass Ep. 4 | ADAM Audio

ADAM Audio

6 chapters7 takeaways14 key terms5 questions

Overview

This video masterclass demonstrates the process of converting a stereo music mix into a Dolby Atmos immersive audio experience. It covers the technical setup in Pro Tools, including using the Dolby Audio Bridge and configuring I/O settings, and then delves into creative techniques for spatializing instruments and effects. The presenter emphasizes maintaining the integrity of the original stereo mix while leveraging Atmos's capabilities for a more engaging listening experience. Finally, it touches upon technical aspects of rendering, mastering, and distribution for Atmos mixes, highlighting accessibility for independent artists.

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Chapters

  • It's preferable to start with an approved stereo mix as a foundation for an Atmos mix to ensure the artistic vision is maintained.
  • The Dolby Audio Bridge in Pro Tools streamlines the connection to the Atmos renderer, replacing older, clunkier send/return methods.
  • Configuring Pro Tools' I/O settings involves importing Dolby Atmos renderer presets, which automatically sets up the 7.1.2 bed and object channels.
  • Mapping Pro Tools' outputs to the Atmos renderer's inputs is crucial for sending audio correctly, with beds mapping to specific inputs and objects requiring careful assignment, often using mono sub-paths.
Establishing a solid technical foundation is essential for a smooth and efficient transition to Atmos mixing, ensuring all components communicate correctly.
Switching the Pro Tools playback engine to the Dolby Audio Bridge and importing the 'Dolby Atmos Renderer Audio Bridge Stereo' I/O settings.
  • To create an immersive experience, elements like drum overheads and toms can be spread wider than in stereo, positioned to the sides to envelop the listener.
  • Key elements like the kick and snare can be moved from the 'bed' layer into 'object' channels, allowing for precise placement and movement in 3D space, including height.
  • The 'size' parameter for objects can be adjusted to make an instrument occupy more space and utilize multiple speakers, enhancing its perceived fullness.
  • When repositioning elements like the kick and bass, it's crucial to listen for how they interact and ensure the core groove doesn't 'come unglued' or lose its impact.
Understanding how to creatively place individual instruments in the 3D space of an Atmos mix can significantly enhance the listener's sense of immersion and presence.
Moving the kick drum to object 11 and adjusting its front-to-rear position and size, and then doing the same for the snare, toms, and bass guitar.
  • Lead instruments like piano and guitar solos can be transformed into objects to be placed dynamically within the sound field, creating a more engaging listening experience.
  • Effects like guitar delay can be spatialized independently, placed high above the listener to create a sense of heightened space without disrupting the core mix.
  • The decision to move an element to an object versus keeping it in the bed layer depends on creative intent and organizational workflow.
  • Atmos offers opportunities to revisit EQ and dynamic processing decisions made in stereo, as the increased spatial real estate can sometimes alleviate the need for aggressive mixing techniques.
Leveraging object-based audio for prominent musical elements and their associated effects allows for creative sonic storytelling and a more dynamic, enveloping presentation.
Placing the guitar delay effects on the ceiling and the main guitar track closer to the listener while maintaining its original stereo position, and moving the piano to an object in front of the listener.
  • Percussion elements like congas and timbales can be creatively panned in opposing positions (e.g., front-left and rear-right) to create a dynamic stereo or spatial effect.
  • Reverb returns can also be spatialized, with conga reverb placed in the center to glue the elements together or a multi-channel reverb used to create a larger, more immersive room sound.
  • While individual elements can be moved around, it's important to ensure the overall groove and rhythmic cohesion of the percussion section remain intact.
  • The increased space in Atmos might allow for the return of sonic elements (like low-mids) that were previously EQ'd out in stereo to maintain clarity.
Spatializing percussion and effects with creative panning and reverb techniques can add depth, excitement, and a unique character to the rhythm section.
Creating an 'X' pattern with congas in front-left and rear-right, and timbales in rear-left and front-right, and placing the conga reverb in the center.
  • Dolby Atmos has a specified reference level of -18 LUFS, and proper gain staging is crucial for achieving this target, often requiring adjustments of around 9 dB when converting from stereo.
  • Full stereo bus processing chains typically do not apply directly to individual Atmos objects; a separate 7.1.2 master fader might be used for the bed layer.
  • When elements are moved from the bed to objects, they bypass the stereo two-bus processing, requiring decisions on how to maintain tonal consistency or re-EQ/compress individual channels.
  • Printing an Atmos mix generates a large file (gigabytes) containing the 7.1.2 bed and all 128 potential object channels, requiring specific mastering suite software.
Understanding technical specifications like LUFS targets and how processing is applied in Atmos is vital for a professional, consistent, and deliverable final mix.
Adjusting gain staging to hit the -18 LUFS target and considering how to handle the loss of stereo two-bus processing when elements become objects.
  • The Dolby Atmos Mastering Suite is required to print a final, deliverable master, though a lower-cost Production Suite allows for printing a master that can be sent to a mastering engineer.
  • Mastering engineers specializing in Atmos are becoming more common, and adhering to the -18 LUFS spec helps level the playing field for playback.
  • Independent artists can distribute their Atmos mixes through platforms like Avid Play, which facilitates uploading to services like Tidal and Amazon Music HD.
  • While technical details are complex, the availability of tools and distribution channels makes Atmos accessible even for artists without major label backing.
Knowing the final steps of mastering and distribution ensures that an Atmos mix can be professionally prepared and made available to listeners, even for independent creators.
Using Avid Play to upload an Atmos mix to streaming platforms like Tidal and Amazon Music HD.

Key takeaways

  1. 1Starting an Atmos mix from an approved stereo mix preserves artistic intent and ensures a familiar sonic foundation.
  2. 2The Dolby Audio Bridge and proper I/O configuration are critical technical steps for enabling Pro Tools to communicate with the Atmos renderer.
  3. 3Object-based audio in Atmos allows for precise placement and movement of individual sounds in 3D space, including height, offering creative possibilities beyond stereo.
  4. 4Creative spatialization of instruments and effects can significantly enhance listener immersion without compromising the musical integrity of the mix.
  5. 5Maintaining the rhythmic groove and sonic cohesion of the mix is paramount, even when experimenting with spatial placement.
  6. 6Understanding Atmos's technical specifications, such as LUFS targets and processing limitations, is essential for professional results.
  7. 7Distribution channels like Avid Play make it possible for independent artists to release their music in Dolby Atmos.

Key terms

Dolby AtmosDolby Audio BridgeAtmos RendererPlayback EngineI/O Settings7.1.2 BedObjects (Audio)SpatializationObject Size ParameterGain StagingLUFS (Loudness Units Full Scale)Two-Bus ProcessingAvid PlayMastering Suite

Test your understanding

  1. 1Why is it generally recommended to start an Atmos mix from an existing stereo mix?
  2. 2How does the Dolby Audio Bridge facilitate the transfer of audio from Pro Tools to the Atmos renderer?
  3. 3What is the primary advantage of using 'objects' in Dolby Atmos mixing compared to traditional stereo panning?
  4. 4What are the key technical considerations regarding loudness (LUFS) and two-bus processing when creating an Atmos mix?
  5. 5How can independent artists distribute their Dolby Atmos mixes to listeners?

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