The soundscape of modern media is no longer confined to stereo or even traditional surround. With the advent of technologies like Dolby Atmos, we’ve entered the era of immersive audio, where sound is sculpted in a three-dimensional space, enveloping the listener. For content creators aiming for true immersion and high-budget rhetorics, understanding object-based mixing workflows is no longer optional, it’s transformative.
At solidskillsy. in Kristiansand, Norway, we don’t just mix sound; we engineer 3D acoustic spaces, guiding you through the strategic decisions that unlock the full potential of next-generation audio experiences.
Beyond Channels: The Power of Objects
Traditional mixing (stereo, 5.1, 7.1) is channel-based. You mix to a fixed number of speakers. Object-based audio works differently:
- Audio Objects: Individual sounds (e.g., a specific character’s dialogue, a single explosion, a bird flying overhead) are treated as “objects.” Each object has associated metadata that describes its position (X, Y, Z coordinates), size, and movement over time.
- Beds: These are traditional channel-based mixes (e.g., 7.1.2 for Atmos) that provide the foundational, often ambient or musical, elements that don’t need discrete positioning. They ensure a fallback layer if objects can’t be rendered.
- The Renderer: The magic happens in the Dolby Atmos Renderer (or similar immersive rendering engines). It takes the combination of beds and objects and, using the metadata, calculates in real-time how to play those sounds back on any speaker configuration, from a full-blown cinema to a home theater, soundbar, or even headphones (via binaural rendering).
Strategic Workflow Decisions for Immersive Mixing:
The power of object-based mixing lies in strategic decision-making:
- Bed vs. Object: The Foundational Choice:
- Beds for Foundation & Ambience: Music, sustained atmospheric sounds, or background ambiences often work best as beds. They provide a stable, consistent foundation across all playback systems.
- Objects for Discreteness & Movement: Sounds that need to be pinpointed in space, move dynamically, or have a distinct presence (e.g., a specific prop sound effect, a character’s voice from a particular direction, a vehicle passing by, a rain drop hitting the roof) are ideal candidates for objects.
- Thinking in 3D: Elevating Your Narrative:
- Height Channels: Objects allow for precise placement and movement in the height dimension, crucial for creating truly immersive environments (e.g., a helicopter overhead, rain on a roof, sounds from an upstairs window).
- Depth & Distance: Careful object placement and distance attenuation (how sound changes with distance) can create a profound sense of depth and scale within the acoustic space.
- Focus & Direction: Guiding the audience’s attention by placing key sonic elements precisely in relation to the visual frame.
- Mixing for Scalability & Downmixes:
- A critical aspect of object-based mixing is that you are creating one master file (the Atmos master file or ADM BWF) from which all other formats (5.1, stereo, binaural) can be derived automatically by the renderer.
- This requires careful attention during the mix to ensure that these automatic downmixes translate well, preventing phase issues or elements disappearing. The engineer must constantly monitor how the mix sounds in various speaker configurations.
Deconstructing the immersive canvas requires not just technical skill, but a holistic understanding of how sound can tell a story, evoke emotion, and draw the audience deeper into your content without confusing them or drawing their attention away from the narrative on screen. It’s about designing an acoustic space that transcends traditional boundaries.
At solidskillsy., our state-of-the-art immersive mixing suite in Kristiansand, Norway, is designed for object-based workflows. We love crafting captivating 3D audio experiences that define premium quality and elevate your project’s rhetoric to new spatial dimensions.
Ready to sculpt your sound in three dimensions? Let’s discuss your immersive audio project.
