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so let's take a look at what happens
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when we go into an object mode one of
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the things that we have here is bus mode
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and then object well we'll see the
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representation of the object panel goes
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from Green in bus to Orange in object
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mode and it also allows us access to the
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Unseen speakers that are in in here this
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Source now I can position just between
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the the left front speaker and the left
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side speaker into what's known as the
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left wide speaker so that wide speaker
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in the renderer is just here so the cool
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thing about Atmos in that sense is that
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it allows you to create a full
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three-dimensional pan so you can
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position an object anywhere in the
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three-dimensional space and it will
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smoothly pan around the entire uh entire
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room also allows you to structure the
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sound field so that wide speaker is only
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accessible using an audio object and
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that becomes really powerful when you're
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thinking about how that's going to
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represent overhead
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so the more speakers you have the more
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accurate representation from physical
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transducers in your mix room you're
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going to have when listening over
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um over headphones coming up in a future
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uh episode we'll hear from Steve
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janowick Steve and I sat together in
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this room for many many weeks and talked
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about Atmos Concepts and then we met up
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in London and talked about it in a
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studio where those wide speakers were
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not present and Steve's words to me at
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that time were it's representative but I
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wouldn't choose to put a sound there if
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the speaker wasn't there and it was at
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that point that we really kind of
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formalized that
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9.1.4 or 9.1.6 was really what we wanted
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for Music Creation because it allowed
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complete coverage using transducers of
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that of that sound field and confidence
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to place a sound in that mixed position
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and have that translate into movie
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theaters into speakers into to Smart
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speakers into now headphones so those
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wide speakers that are represented here
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are where those objects really start to
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come into their power as I mentioned we
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also have the ability in the bed to pan
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up overhead
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so I can get to all of these three
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speakers using the bed but that is equal
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power so as I pan from the front
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feeds equally into the rear speaker as
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into the front overhead and that's
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probably not what you want when you're
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thinking about the atmos sound field and
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the musical aspect of the atmos sound
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field you probably want a little more
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control over that now there are
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circumstances where putting something
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into all channels of the overhead is
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going to be correct or feel right or
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glue things together those things like
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reverbs might be useful for putting
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creating a drum room that is going to
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fill the entire space and we'll hear
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different perspectives on that as we go
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through the series but in terms of the
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atmos system and how it applies to music
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what we found is the people generally
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prefer the objects to be able to control
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exactly where they want those sound
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sources to be so as I switch this into
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an object mode and if I show the
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renderer behind it so as I grab the
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Panner here you'll see that as I move
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front to back
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um it's going to position right the way
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up and down the the left overhead now
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I'm going to send some signal to that
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I'm just going to send some beautiful
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tone because you know pink noise is uh
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is a Dolby guy's best friend
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so I'm going to do this at a low level
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so that you can see it but not
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necessarily hear it because nobody
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really wants to hear that so this pink
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noise is now being sent as an object to
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the back of the room as I pan through
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that overhead space it's going to move
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into the middle speaker overhead
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and then into the front overhead and
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ensure that it's always up in the
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ceiling so I can very accurately
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position sounds in this sound field so
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this becomes very useful and Steve will
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talk about this in his uh use of the
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object beds so Steve has created
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locations in this mixed room that he
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knows if he puts something into those
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two channels is where they're going to
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come out this becomes about creating
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your own template and how you wish to
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work with the Dolby Atmos system but in
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order to get front back differentiation
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which is going to help you in
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spatializing the the sound it's key to
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use objects versus those overhead beds
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similarly if I put this onto the
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horizontal plane as I position sound
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going down the wall here I've got it
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into the right speaker as I come back I
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can get it into just the wide speakers
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and various things like that so this
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helps to really control the horizontal
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aspects Dolby Atmos for Music Creation
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in my opinion is all about you
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controlling the sound field
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you being in con charge of how your
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listener is going to experience the
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music that you're mixing and what you
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put into Dolby Atmos and record down as
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an Atmos Master file is what should come
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out of the other end once we've got this
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object that is sending audio to a
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particular location there are a number
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of other controls that we can we can
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grab hold of here so in the Panna
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I have a lot of control to increase the
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size parameter so I can make that single
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point source fill all of the speakers in
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a room you can make it very much mono it
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will decorate those sounds and that
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experience but it will essentially be
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that same sound fed to all speakers10045
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