Author Topic: Mixing in 3 Dimensions  (Read 5433 times)

ShawOfficial

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Mixing in 3 Dimensions
« on: January 16, 2016, 12:46:06 pm »
Basically,I've realised that when people say all sounds should have their space,it's about the stereo width and depth.
Now what are the tools you could use to emulate a deeper and a wider mix?
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FarleyCZ

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Re: Mixing in 3 Dimensions
« Reply #1 on: January 16, 2016, 12:59:05 pm »
Discussions like this are about transcription of those buzzwords into something technically exact.

- Width means usually difference between left and right ear. Panning obviously, some enhancers might help, bud don't go crazy with them.
- Giving it a space usually mean (when speaking about stereo space, not frequency space) to place it somewhere between left and right. ...again comes down to simple panning.
- Depth is more difficult buzzword. It can mean volume balance, it can me psychoacoustic "reminiscense" of distance (which is closely conected to frequency band you instument is most active in), it can mean placement of the instrumen in a reverb, or if you're really experimental, it can mean playing with HRTF stuff. (Not recommanded though. Makes difference just on headphones and it screws with phases and frequency content of your instrments.)

Hope it helped a bit. :)
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manducator

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Re: Mixing in 3 Dimensions
« Reply #2 on: January 16, 2016, 01:08:14 pm »
Width is about how much left and right an instrument is panned (or in the middle). Sounds easy but the possibilities are countless.

Panning a sound left and a very short delay (lets say under 15 ms) panned to the right, gives the impression of wide sounds. Read something about the haas effect:
http://edmproduction.wikia.com/wiki/Haas_Effect

Listen with headphones:
https://www.youtube.com/watch?v=-PFgCrvwByo

Chorus, phasers, flangers and delays are all tools that give you a chance to play with stereospreading.

A stereo reverb on a mono sound can give a nice stereospread too, although the source stays mono.

About depth; volume faders are your friends; volume lower is futher away in space, louder is more in your face.

Reverb plays a big part in perception; more reverb, it will sound further away.

Make use of the proximity effect:
https://en.wikipedia.org/wiki/Proximity_effect_(audio)

When you roll off lower and higher frequencies, you create the effect that something is further away, add those frequencies and it feels like something is closer to you.

Here's another video about depth:
https://www.youtube.com/watch?v=7MdE1adTCu0&list=RD-PFgCrvwByo&index=5

When you automate all these effects, you can create movement through space.
« Last Edit: January 16, 2016, 01:19:42 pm by manducator »

Lighght

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Re: Mixing in 3 Dimensions
« Reply #3 on: January 16, 2016, 04:12:09 pm »
If anyone is curious about actual tools to do multichannel 3d mixes look into Spatium which are a free set of tools that use ambisonics.(which i dont nearly know enough of).

Anyway you can set how many channels/speakers you have (goes into double digits) and also pan using different techniques such as flocking and gravity algorithms. Modelling swinging pendulums or simply  creating your own pan paths. I've used this in a rudimental manner for a work before and it worked great.

http://spatium.ruipenha.pt/

Some Dude

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Re: Mixing in 3 Dimensions
« Reply #4 on: January 16, 2016, 09:04:14 pm »
probably a bit overkill but, on mixes that I cant seem to get right, I like to imagine my mix in nontants (like quadrants but 9 of them) so you have the left, middle, and right of the high range, the left, middle, and right of the mid range, and the left, middle, and right of the low range. Ill use panning and frequency band sidechaining to pick out these individual sections of the mix and clean them up individually to give each section of the mix its own treatment until they all fit well together