Presentation Graphics English 30.651 kbpsĪnd why not? A couple more. (*) Indicates included stream hidden by this playlist. In both cases, yes, and I was glad to see Dolby seeing the general value of more people taking the audio side of immersive experiences very seriously. The developers at Sony have been on or near the leading edge of delivering that kind of hardware and software solution for quite some time. Games, on the other hand, are dealing with creating all that content in real time locally and have a very different set of problems to solve. Dolby's products have been primarily aimed at dealing with carefully mixed and mastered audio, often applying aggressive forms of compression for transmission or storage. He's not doing anything that isn't already well researched and documented, and the PS5 is addressing a very different problem from Dolby's typical area of focus. I don't think Cerny purports to be the expert in sound. Not everyone has the budget or the space to make it happen, however, and we eventually opted for a winter/summer pair of condos where it just isn't practical (I'm already pushing it with a grand piano in one home and a professional near-field monitor setup in the other suitable for mixing music.) Nor does the configuration of choice change the benefits, as the Tempest solution has been clearly described as having distinct mappings planned for headphones, stereo, and surround speaker configurations. I've had extensive surround setups in the past myself, and completely understand. Tasteful application doesn't mean sticking to a small number of sound origins. Yes, it's quite possible to produce a muddy sound mix by having everything constantly in motion making a lot of noise, but again that's true of the real world. I am generally not overwhelmed in rainstorms by all the individual droplets, instead I am immersed. After all, that's how the real world works. Likewise, it's entertaining to assert that people are overwhelmed by too many spatially positioned sound sources. When everything is processed in the box there's a whole lot more bandwidth available and some really impressive results are possible. While those limits will go up over time as the design is quite scalable, what people have in their homes will be stuck with the limits designed in when they shipped. There are hard limits on audio bandwidth over HDMI, and home receivers cannot handle as many objects as theatrical installations. While Dolby labs is quick to point out that Atmos can support hundreds of independent objects, they're less inclined to point out that the specific consumer formats that support it have much tighter restrictions.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |