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These are the user uploaded subtitles that are being translated: 1 00:00:02,100 --> 00:00:04,080 so let's take a look at what happens 2 00:00:04,080 --> 00:00:06,180 when we go into an object mode one of 3 00:00:06,180 --> 00:00:08,639 the things that we have here is bus mode 4 00:00:08,639 --> 00:00:11,340 and then object well we'll see the 5 00:00:11,340 --> 00:00:13,799 representation of the object panel goes 6 00:00:13,799 --> 00:00:16,980 from Green in bus to Orange in object 7 00:00:16,980 --> 00:00:20,580 mode and it also allows us access to the 8 00:00:20,580 --> 00:00:23,100 Unseen speakers that are in in here this 9 00:00:23,100 --> 00:00:26,100 Source now I can position just between 10 00:00:26,100 --> 00:00:28,439 the the left front speaker and the left 11 00:00:28,439 --> 00:00:30,779 side speaker into what's known as the 12 00:00:30,779 --> 00:00:32,820 left wide speaker so that wide speaker 13 00:00:32,820 --> 00:00:36,600 in the renderer is just here so the cool 14 00:00:36,600 --> 00:00:38,940 thing about Atmos in that sense is that 15 00:00:38,940 --> 00:00:40,559 it allows you to create a full 16 00:00:40,559 --> 00:00:42,540 three-dimensional pan so you can 17 00:00:42,540 --> 00:00:44,460 position an object anywhere in the 18 00:00:44,460 --> 00:00:46,440 three-dimensional space and it will 19 00:00:46,440 --> 00:00:50,700 smoothly pan around the entire uh entire 20 00:00:50,700 --> 00:00:52,680 room also allows you to structure the 21 00:00:52,680 --> 00:00:55,440 sound field so that wide speaker is only 22 00:00:55,440 --> 00:00:57,660 accessible using an audio object and 23 00:00:57,660 --> 00:00:59,640 that becomes really powerful when you're 24 00:00:59,640 --> 00:01:01,079 thinking about how that's going to 25 00:01:01,079 --> 00:01:02,460 represent overhead 26 00:01:02,460 --> 00:01:05,339 so the more speakers you have the more 27 00:01:05,339 --> 00:01:07,140 accurate representation from physical 28 00:01:07,140 --> 00:01:10,020 transducers in your mix room you're 29 00:01:10,020 --> 00:01:12,840 going to have when listening over 30 00:01:12,840 --> 00:01:14,939 um over headphones coming up in a future 31 00:01:14,939 --> 00:01:16,799 uh episode we'll hear from Steve 32 00:01:16,799 --> 00:01:19,920 janowick Steve and I sat together in 33 00:01:19,920 --> 00:01:22,920 this room for many many weeks and talked 34 00:01:22,920 --> 00:01:25,560 about Atmos Concepts and then we met up 35 00:01:25,560 --> 00:01:28,439 in London and talked about it in a 36 00:01:28,439 --> 00:01:30,119 studio where those wide speakers were 37 00:01:30,119 --> 00:01:32,460 not present and Steve's words to me at 38 00:01:32,460 --> 00:01:35,579 that time were it's representative but I 39 00:01:35,579 --> 00:01:37,439 wouldn't choose to put a sound there if 40 00:01:37,439 --> 00:01:39,180 the speaker wasn't there and it was at 41 00:01:39,180 --> 00:01:40,560 that point that we really kind of 42 00:01:40,560 --> 00:01:42,560 formalized that 43 00:01:42,560 --> 00:01:47,159 9.1.4 or 9.1.6 was really what we wanted 44 00:01:47,159 --> 00:01:49,259 for Music Creation because it allowed 45 00:01:49,259 --> 00:01:52,320 complete coverage using transducers of 46 00:01:52,320 --> 00:01:54,840 that of that sound field and confidence 47 00:01:54,840 --> 00:01:57,119 to place a sound in that mixed position 48 00:01:57,119 --> 00:02:00,420 and have that translate into movie 49 00:02:00,420 --> 00:02:03,600 theaters into speakers into to Smart 50 00:02:03,600 --> 00:02:07,380 speakers into now headphones so those 51 00:02:07,380 --> 00:02:09,840 wide speakers that are represented here 52 00:02:09,840 --> 00:02:12,420 are where those objects really start to 53 00:02:12,420 --> 00:02:15,239 come into their power as I mentioned we 54 00:02:15,239 --> 00:02:18,140 also have the ability in the bed to pan 55 00:02:18,140 --> 00:02:20,520 up overhead 56 00:02:20,520 --> 00:02:22,739 so I can get to all of these three 57 00:02:22,739 --> 00:02:25,800 speakers using the bed but that is equal 58 00:02:25,800 --> 00:02:29,819 power so as I pan from the front 59 00:02:29,819 --> 00:02:32,459 feeds equally into the rear speaker as 60 00:02:32,459 --> 00:02:34,200 into the front overhead and that's 61 00:02:34,200 --> 00:02:35,819 probably not what you want when you're 62 00:02:35,819 --> 00:02:37,680 thinking about the atmos sound field and 63 00:02:37,680 --> 00:02:39,720 the musical aspect of the atmos sound 64 00:02:39,720 --> 00:02:41,879 field you probably want a little more 65 00:02:41,879 --> 00:02:43,879 control over that now there are 66 00:02:43,879 --> 00:02:46,440 circumstances where putting something 67 00:02:46,440 --> 00:02:49,019 into all channels of the overhead is 68 00:02:49,019 --> 00:02:51,959 going to be correct or feel right or 69 00:02:51,959 --> 00:02:54,140 glue things together those things like 70 00:02:54,140 --> 00:02:57,239 reverbs might be useful for putting 71 00:02:57,239 --> 00:02:59,700 creating a drum room that is going to 72 00:02:59,700 --> 00:03:01,560 fill the entire space and we'll hear 73 00:03:01,560 --> 00:03:03,360 different perspectives on that as we go 74 00:03:03,360 --> 00:03:06,599 through the series but in terms of the 75 00:03:06,599 --> 00:03:08,700 atmos system and how it applies to music 76 00:03:08,700 --> 00:03:10,920 what we found is the people generally 77 00:03:10,920 --> 00:03:13,920 prefer the objects to be able to control 78 00:03:13,920 --> 00:03:16,739 exactly where they want those sound 79 00:03:16,739 --> 00:03:18,780 sources to be so as I switch this into 80 00:03:18,780 --> 00:03:21,739 an object mode and if I show the 81 00:03:21,739 --> 00:03:24,840 renderer behind it so as I grab the 82 00:03:24,840 --> 00:03:27,540 Panner here you'll see that as I move 83 00:03:27,540 --> 00:03:30,000 front to back 84 00:03:30,000 --> 00:03:31,920 um it's going to position right the way 85 00:03:31,920 --> 00:03:34,800 up and down the the left overhead now 86 00:03:34,800 --> 00:03:36,480 I'm going to send some signal to that 87 00:03:36,480 --> 00:03:37,800 I'm just going to send some beautiful 88 00:03:37,800 --> 00:03:40,620 tone because you know pink noise is uh 89 00:03:40,620 --> 00:03:44,690 is a Dolby guy's best friend 90 00:03:44,700 --> 00:03:46,560 so I'm going to do this at a low level 91 00:03:46,560 --> 00:03:48,180 so that you can see it but not 92 00:03:48,180 --> 00:03:49,799 necessarily hear it because nobody 93 00:03:49,799 --> 00:03:51,840 really wants to hear that so this pink 94 00:03:51,840 --> 00:03:54,959 noise is now being sent as an object to 95 00:03:54,959 --> 00:03:57,000 the back of the room as I pan through 96 00:03:57,000 --> 00:03:59,040 that overhead space it's going to move 97 00:03:59,040 --> 00:04:03,120 into the middle speaker overhead 98 00:04:03,120 --> 00:04:07,379 and then into the front overhead and 99 00:04:07,379 --> 00:04:09,720 ensure that it's always up in the 100 00:04:09,720 --> 00:04:11,400 ceiling so I can very accurately 101 00:04:11,400 --> 00:04:13,920 position sounds in this sound field so 102 00:04:13,920 --> 00:04:16,620 this becomes very useful and Steve will 103 00:04:16,620 --> 00:04:18,780 talk about this in his uh use of the 104 00:04:18,780 --> 00:04:21,380 object beds so Steve has created 105 00:04:21,380 --> 00:04:25,199 locations in this mixed room that he 106 00:04:25,199 --> 00:04:27,360 knows if he puts something into those 107 00:04:27,360 --> 00:04:29,580 two channels is where they're going to 108 00:04:29,580 --> 00:04:31,800 come out this becomes about creating 109 00:04:31,800 --> 00:04:33,660 your own template and how you wish to 110 00:04:33,660 --> 00:04:35,639 work with the Dolby Atmos system but in 111 00:04:35,639 --> 00:04:38,160 order to get front back differentiation 112 00:04:38,160 --> 00:04:40,139 which is going to help you in 113 00:04:40,139 --> 00:04:43,080 spatializing the the sound it's key to 114 00:04:43,080 --> 00:04:45,840 use objects versus those overhead beds 115 00:04:45,840 --> 00:04:49,080 similarly if I put this onto the 116 00:04:49,080 --> 00:04:51,900 horizontal plane as I position sound 117 00:04:51,900 --> 00:04:54,300 going down the wall here I've got it 118 00:04:54,300 --> 00:04:56,759 into the right speaker as I come back I 119 00:04:56,759 --> 00:04:58,380 can get it into just the wide speakers 120 00:04:58,380 --> 00:05:00,540 and various things like that so this 121 00:05:00,540 --> 00:05:03,060 helps to really control the horizontal 122 00:05:03,060 --> 00:05:06,180 aspects Dolby Atmos for Music Creation 123 00:05:06,180 --> 00:05:08,880 in my opinion is all about you 124 00:05:08,880 --> 00:05:10,800 controlling the sound field 125 00:05:10,800 --> 00:05:13,560 you being in con charge of how your 126 00:05:13,560 --> 00:05:15,360 listener is going to experience the 127 00:05:15,360 --> 00:05:17,220 music that you're mixing and what you 128 00:05:17,220 --> 00:05:19,620 put into Dolby Atmos and record down as 129 00:05:19,620 --> 00:05:21,840 an Atmos Master file is what should come 130 00:05:21,840 --> 00:05:23,759 out of the other end once we've got this 131 00:05:23,759 --> 00:05:26,759 object that is sending audio to a 132 00:05:26,759 --> 00:05:28,259 particular location there are a number 133 00:05:28,259 --> 00:05:30,360 of other controls that we can we can 134 00:05:30,360 --> 00:05:32,699 grab hold of here so in the Panna 135 00:05:32,699 --> 00:05:36,479 I have a lot of control to increase the 136 00:05:36,479 --> 00:05:39,419 size parameter so I can make that single 137 00:05:39,419 --> 00:05:41,820 point source fill all of the speakers in 138 00:05:41,820 --> 00:05:44,340 a room you can make it very much mono it 139 00:05:44,340 --> 00:05:46,620 will decorate those sounds and that 140 00:05:46,620 --> 00:05:49,500 experience but it will essentially be 141 00:05:49,500 --> 00:05:53,600 that same sound fed to all speakers10045

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