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Hybrid Channel-Object Approach for Cinema Post-Production using Particle Systems

机译:使用粒子系统进行电影后期制作的混合通道对象方法

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Particle systems are a new sound design approach that is receiving some attention from the cinema community due to the ability to handle thousands of sound sources simultaneously. Unfortunately, current immersive object-based audio formats are not prepared for such scale, forcing sound designers to use traditional channel-based audio approaches. This paper presents a hybrid approach that tries to merge the advantages of both object-based audio and channel-based audio. By using audio-objects with static positions, a high number of virtual "speaker channels" can be created, adding more space resolution than traditional channel-based formats, and allowing the mix of thousands of sounds. The proposed method can be used not only with particle systems software, but also on object-based audio down-mixing processes or even in high-demanding audio post-production workflows.
机译:粒子系统是一种新的声音设计方法,由于能够同时处理数千种声音源,因此受到了电影界的关注。不幸的是,当前的基于对象的沉浸式音频格式尚未准备好达到这种规模,从而迫使声音设计人员使用传统的基于通道的音频方法。本文提出了一种混合方法,该方法试图融合基于对象的音频和基于通道的音频的优点。通过使用具有静态位置的音频对象,可以创建大量的虚拟“扬声器通道”,与传统的基于通道的格式相比,可以增加更多的空间分辨率,并可以混合数千种声音。所提出的方法不仅可以与粒子系统软件一起使用,而且还可以用于基于对象的音频缩混过程中,甚至可以用于高要求的音频后期制作工作流程中。

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