![]() The Dolby Atmos format is an object-based format, which means sound sources are essentially packets of audio data combined with coordinate information along with other metadata, including size.īecause the location metadata is relative and not absolute, the positional reproduction (and resolution) of the audio is scaled and limited only by the Dolby Atmos rendering device (typically, an audio/video receiver (AVR)). With the addition of height, Dolby Atmos unlocks the ability to pan audio fully in three-dimensional space (x,y, and z axes). ![]() Audio is still delivered via current protocols and standards (HDMI, Dolby TrueHD, and Dolby Digital Plus). ![]() Dolby Atmosĭolby Atmos is a suite of tools and technology for the creation, transportation, and reproduction of sound in all axes of three-dimensional space.Īudio is created and transmitted as objects, instead of traditional channels. It provides an overview of Dolby Atmos game audio, describes setting up a monitoring environment, provides recommendations for content generation and mixing, and lists some resources. This documentation is for a game audio developer who is creating and mixing game audio for Dolby Atmos. This documentation provides information about creating immersive audio content to be delivered via Dolby Atmos output, including setting up a monitoring environment. Dolby Atmos Studio Configuration Introduction
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |