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

机译:使用粒子系统的电影后电影的混合频道 - 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个声源的能力,从电影院接受了一些关注。不幸的是,不准备基于沉浸式对象的音频格式,因为这种规模迫使声音设计人员使用基于传统的基于频道的音频方法。本文介绍了一种混合方法,它试图合并基于对象的音频和基于频道的音频的优势。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”,添加更多的空间分辨率,而不是基于传统的基于频道的格式,并允许数千种声音混合。所提出的方法不仅可以使用粒子系统软件,而且可以使用基于对象的音频下混合过程,甚至可以在高苛刻的音频后期生产工作流程中使用。

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