Spatial Objects

The progressive evolution

 

The modern day DAW (digital audio workstation) wasn’t conceived for immersive 3D production. They were designed in keeping with traditional analog mixers and tape recording mediums. While this is proved resourceful for music making, extensive workarounds are required to accommodate program material including both audio and visual elements, all with varied levels of success. With new immersive audio formats including emerging Virtual Reality and Augmented Reality technologies, a completely new set of tools are required to execute such cutting-edge content creation effectively. immersive formats propose adding audio objects to the fray, which incidentally adds bloat and complexity to everything from the user experience to the creation of the content itself.

The revolution

 

We’ve tackled the thrilling yet daunting task of creating an all-in-one solution that places full focus towards the end users’ workflow and objectives as they delve into this exciting new paradigm. Rather than designing our software around a user interface mirroring archaic real-world hardware, the DSpatial user journey is very much rooted in the physical world and how you’ll interact and utilize it best.

With the addition of Spatial Objects, we allow the engineer to easily digitally recreate virtual or real sonic landscapes at a touch.

Spatial-Objects are powered by our propietary

Physical Modelling Engine

 

Built on the backbone of the industry standard DAW: Pro Tools

Spatial-Objects:

so much more than audio objects

Current object-based systems are merely audio tracks in a grid of loudspeakers.

DSpatial makes use of all available loudspeakers to emulate the space that surrounds a sound source, creating a cohesively dynamic sonic portrait of the environment itself. These mind-blowingly accurate simulations incorporate the frequency modulation and acoustic variations introduced by surfaces and walls along with their corresponding shapes, sizes and densities. We have aptly coined them “DSpatial-objects.”

By utilizing all of the available loudspeakers and and optimizing your host systems native CPU efficiency, DSpatial Reality automatically manages an array of complex tasks that until now were exclusively executed via meticulous, manual processes.
For instance, DSpatial Reality works with distances and source positioning rather than volume and panning. Engineers need not concern themselves about calculating distance in and automating every minor detail by hand.

Furthermore, the matter of distances in the realm of 3D audio is far more intricate than just volume, as an accurate simulation is heavily variable-dependent. Equalization and the acoustic properties of the space and its contents are just as vital to the listeners perception of a sound as its volume. Within DSpatial Reality, the reflections are pre-calculated, rendered and then played back in real-time automatically, thereby saving the content creators countless hours of tedious work.