Engage the immersive panner by clicking the “Immrs” button above the channel’s stereo pan knob (shown near the bottom of this image).

Immersive panner for Mono Channels

Trim: this adjusts the level of the signal sent to the immersive master bus. You might want your keyboards louder in the immersive mix, than you did in your stereo mix.

Size: increasing the size knob will cause this channel to ‘spread’ into more speakers. At max Size, the signal will appear in all speakers (i.e. not panned)

Elevation slider: this adjusts the z (height) axis of the sound.

“Dome” : this menu determines the effect of xy position on the Z position. When enabled, the mouse/joystick’s X+Y position will automatically move the object’s Z position into the overhead speakers, when moved towards the center of the room.

  • Dome (default) : in this mode, any joystick position at the edges (front, back or sides) will be fully ‘down’ in the floor-level speakers. Moving towards the center of the room will increase the height, as if the room were a sphere
  • Wedge : in this mode, any joystick position at the front and back will be fully ‘down’ in the floor-level speakers. Moving towards the center of the room in the y-axis (regardless of x-position will increase the height
  • Ceiling : in this mode, sounds at the front of the room will be rendered from the main front speakers. Moving the object(s) into the center of the room will quickly render them ino the height speakers

“Mid” : this is the binaural render mode, which can be one of “Off/Near/Mid/Far”. The binaural mode provides a ‘hint’ for psychoacoustic tricks during ambisonic rendering. In most renderers, the “Far” setting can introduce noticeable early-reflections, which can be perceived as extra reverb. In most music mixes, it is usually best to leave this on Mid for mono channels, and Off, for drum subgroups that need to be left un-processed to retain their maximum punch. “Near” and “Far” settings might be very useful for VR and video game sound design, which can take advantage of visual room cues to more accurately place the sound relative to the listener.

“Snap” : when engaged, if the panner is near a speaker in the room, then the signal will be sent ‘only’ to that nearby speaker, and no others. For example you can snap a signal to the center, and if the playback has a center speaker, it will only play there. Alternatively, you can snap a stereo channel or bus to each of the Left/Right and guarantee that no signal will get into the center speaker.

“In” : when engaged, the signal will be sent to the Immersive Master Bus. if disengaged, this object will not appear in the Immersive Master bus. The Immersive Master bus is parallel to the stereo master bus. Disabling the stereo master IN button will have no effect on a track’s send to the Immersive Master bus, and vice versa.

“Man”: this is the automation mode for the object/joystick panner. See:

Immersive Panner for Stereo Channels

In a stereo channel, there are 2 objects shown. Each has an independent x, y, and z position. “Trim”, “Elevation” and “Size” are applied equally to both Left and Right objects, although they can be individually manipulated via automation lanes.

When entering the panner, the objects will be labled “L” and “R” to indicate which channel is the left side of the stereo pair.

“Only L” : this menu selects whether your mouse (or potentially a hardware joystick) will affect the left signal, right, or both (in various ways)

  • Only L : moving the mouse/joystick will only move the object fed by the Left signal.
  • Only R: moving the mouse/joystick will only move the object fed by the Right signal … this allows exact independent positioning of the 2 objects.
  • Mirror X: the X-axis is mirrored; moving up/down will move them forward/back in the soundfield, together. This is useful for stereo ‘flyover’ type effects.
  • Mirror Y: the Y-axis is mirrored; moving left/right will move both objects together. This is good for stereo left/right “flyby” effects.
  • Mirror X+Y: both X and Y are mirrored. This is good for effects that ‘spin’ around the room.

When an automatic height mode is engaged, then each object will independently follow the height that is defined by its XY position. This applies in Only L and Only R as well, so you can independently place them, but use the automated height.

NOTE: in mono and stereo channels, you can use the mouse-wheel to adjust the height without using the slider.

Feedback

Was this helpful?

Yes No
You indicated this topic was not helpful to you ...
Could you please leave a comment telling us why? Thank you!
Thanks for your feedback.

Post your comment on this topic.

Please do not use this for support questions.
For customer support, please contact us here.

Post Comment