CAS Quarterly

Summer 2022

Issue link: https://digital.copcomm.com/i/1469840

Contents of this Issue

Navigation

Page 64 of 87

That has to be challenging given different manufacturers, different OS features, different processors, etc. Yes, it is challenging. Lots of DAW's, lots of platforms, lots of different user types that we want to keep happy. We try and use automation where we can to help with that, but technology always marches on and we have to keep up. Version 3.7 adds a great deal of ease relative to communication and I/O configuration between the DAR and the DAW. What influences your decisions to update or develop features? We are always listening to and monitoring what is going on with our users; where the pain points are and where we see the opportunities. Some of that is through good old- fashioned customer visits and interviews, some is through monitoring online forums and our support portals, and some is based on in-house experimentation and technology development. We balance all of those things, but always with an eye on reducing workflow friction and complexity for users and ensuring we are making it as seamless as possible to enable the creative community to work in Dolby Atmos. As you say, 3.7 included some great examples of that with the support for the binaural settings plugin really helping ensure that mixers are able to access the controls they need from within their DAW, and the ability to mux the MP4 export with video is a massive timesaver for people needing to send out files for review. Now that personalized HRTF's are in beta, are there additional upgrades slated for the binaural listening experience that you can share? We're really excited about the Dolby Atmos Personalized Rendering solution. In terms of other upgrades, we are always working on what we can do to improve the experience for creatives. In fact, the 3.7.2 release that came out in April includes some further improvements to the binaural virtualizer based on mixer feedback we have been receiving related to a desire for more externalization, but with less timbral coloration. We think people are going to be pretty happy with the update. C A S Q U A R T E R L Y I S U M M E R 2 0 2 2 63 Dolby Atmos Renderer v3.7 I feel I know the answer, but I'll ask anyway! Since it is the manner most Atmos mixes are consumed, do you foresee an emulation being available for non-Logic users to hear how Apple's Spatial Audio Engine adjusts the Atmos mixes? We can't comment on specific partner plans/products/ roadmaps. In general, we are focused on getting as many people excited about the Dolby Atmos headphone experience as possible, and part of that is working with all of our partners to try and ensure a spectacular, and consistent experience, both in creative workflows, as well as for consumers. While I have your ear—and not to throw any ideas at your team—but a feature most mixers would love—and happily pay for!—would be the ability to have the DAR decode an incoming signal from a streaming service—video or music—so we could use our same monitoring setup while listening to Atmos-mixed music or watching Atmos-mixed shows. Can you pass that along? We'll definitely pass that on…! Any closing thoughts or comments? We are just very honored to be recognized this way by the audio post-production community, and it means a lot that we are able to help, even in a small way, this amazing community work their magic! It truly is what drives us— enabling amazing, creative people to be able to do their very best work in Dolby Atmos. And of course, we're far from done. We look forward to continuing to work with, collaborate with, and hopefully continue to push boundaries with the amazing post-production community.

Articles in this issue

Archives of this issue

view archives of CAS Quarterly - Summer 2022