Old 04-19-2022, 09:03 AM   #81
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I second Desa's comment - that looks fantastic!
Thank you Matt!

We have some nice features planned for future releases related to immersive audio playback and rendering.

I bookmarked the programming libraries you mentioned for ADM file creation and I'm making an entry on our internal knowledge base for future reference.

Cheers!
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Old 04-19-2022, 09:43 AM   #82
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I believe so - it's referenced from here; https://cvssp.org/data/s3a/public/VI...-reverberation
As for the limiter, yes I think mono sidechain feed applying attentuation to all 64 channels to the Scene should work, although I've not tried it. The problem might be a chasing-your-own-tail situation - the limiter analyses the monitoring output and applies attentuation at the Scene, which lowers the monitoring output, so the limiter releases, and the cycle begins again.
Oh, I should've been more clear. I would actually either pre-render the whole scene, and then do the side-chain thing, or just send everything to a separate track before it hits EPS, and feed that through the side-chain input of all the limiters on the individual tracks.

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It's certainly possible. Not sure how much work it would be. Theres a mechanism for sending frequent metadata from the Object plugins to the Scene which you could probably hook in to and fire off an OSC message at the same time.
I think I linked to this on the Atmos thread, and I am almost certain you know it anyway, but maybe this could be interesting here:
https://github.com/immersive-audio-live/ADM-OSC
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Old 04-21-2022, 09:00 AM   #83
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I made a FR regarding the routing of the EPS plug-ins.

https://forum.cockos.com/showthread.php?t=265696
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Old 04-26-2022, 03:50 PM   #84
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Also, what kind of tools do you normally use for Ambisonic or multichannel reverb?
When it comes to ambisonics, I've mostly been using Noisemakers Ambi Verb HD and 360verb from Audio Ease's 360Pan Suite. While they both support HOA input, the 100% wet convolved reverb signal is also on FOA channels for both--so your wet/dry balance adds in (or passed through) the original HOA signal. The "spread" control also works differently in each. It looks like 360reverb uses some kind of B-format/A-format/B-format process on the impulse responses, so a spread at 0% more closely resembles an A-format pattern, while at 100% it seems more like it's using the W-channel exclusively as an mono/omni input. Ambi Verb HD does something different that results in a reverb that follows and "sticks" to the ambisonic input signals with the spread at 0%, and then (I think?) widens to the W channel at 100%.

I use them both for slightly different things but tend to think that 360reverb sounds more 3D. But I really want a true HOA convolution reverb.

I also started to use Exponential Audio's Symphony and Stratus 3D for multichannel before they broke when I updated to Monterey. Still waiting for the update on that one...
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Old 04-27-2022, 03:11 AM   #85
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It looks like 360reverb uses some kind of B-format/A-format/B-format process on the impulse responses, so a spread at 0% more closely resembles an A-format pattern, while at 100% it seems more like it's using the W-channel exclusively as an mono/omni input. Ambi Verb HD does something different that results in a reverb that follows and "sticks" to the ambisonic input signals with the spread at 0%, and then (I think?) widens to the W channel at 100%.
My measurements also confirm what you document here.

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But I really want a true HOA convolution reverb.
Have you tried the Blue Ripple Sound's O3A Reverb suite?
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Old 04-27-2022, 09:02 AM   #86
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Have you tried the Blue Ripple Sound's O3A Reverb suite?
No I haven't yet but would like to at some point. Have you, and if so, how did you find it in comparison to these other FOA-based convolution verbs? (Perhaps we should start a dedicated reverb thread.)
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Old 04-27-2022, 10:13 AM   #87
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No I haven't yet but would like to at some point. Have you, and if so, how did you find it in comparison to these other FOA-based convolution verbs?
I'm testing it and doing some measurements until the end of this week. I'll have something to report by the end of the week.

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Perhaps we should start a dedicated reverb thread.
Good idea, I just did!

https://forum.cockos.com/showthread.php?t=265994
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Old 01-02-2023, 01:58 PM   #88
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Updated to version 0.8.0. https://ear-production-suite.ebu.io

Changes
• Support custom object names rather than using track names #214
• Support sharing of audio assets between objects (avoids asset duplication) #223 #211 #207
• Import process finds and imports orphaned AudioObjects #208
• Fix envelope point creation for blocks using jump position with rtime of 0
• Fix crash when adding DirectSpeakers objects to programmes before their speaker layout is set #209
• Fix rendering crash when using HOA without format set
• Fix rendering crash when using ADM Export Source plugin with unsupported asset types for plugin suite
• Update libadm to 0.14.0
• Fix import of some 2076-2 ADM structures
• Fix import of files with large individual audio assets • Fix Read-only plugin parameters after JUCE upgrade
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Old 01-02-2023, 04:09 PM   #89
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[QUOTE=Kewl;2630055]Updated to version 0.8.0. https://ear-production-suite.ebu.io

New year's present! :-)
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Old 01-02-2023, 07:57 PM   #90
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Nice to see this effort continuing.

Hopefully we will see some platforms for publishing these ADM works soon as well.
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Old 03-12-2024, 04:51 PM   #91
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Version 1.1.0 of EPS was just released. https://ear-production-suite.ebu.io/

The biggest change is support for 128 channels of audio in Reaper 7.

Also, I knew immediately about the update because apparently 1.0.0 has been checking on each load of Reaper. That's now optional. Also FB360 and VISR support is marked deprecated. Finally some bug fixes and performance improvements.
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Old 03-12-2024, 05:00 PM   #92
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Version 1.1.0 of EPS was just released. https://ear-production-suite.ebu.io/
Great news, thanks for the heads up! :-)
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Old 03-13-2024, 05:57 AM   #93
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Also, I knew immediately about the update because apparently 1.0.0 has been checking on each load of Reaper. That's now optional.
It was optional in v1.0, but you had to enable/disable it through the "Extensions" menu in Reaper. I think that was probably too buried away so it's just been made configurable during the install process now too.
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Old 03-13-2024, 12:49 PM   #94
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Version 1.1.0 of EPS was just released. https://ear-production-suite.ebu.io/

The biggest change is support for 128 channels of audio in Reaper 7.

Also, I knew immediately about the update because apparently 1.0.0 has been checking on each load of Reaper. That's now optional. Also FB360 and VISR support is marked deprecated. Finally some bug fixes and performance improvements.
Dolby Atmos ADM import compatibility also, interesting !
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Old 03-13-2024, 02:37 PM   #95
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Dolby Atmos ADM import compatibility also, interesting !
1.0.0 could import them too, but with access to 128 channels, larger Atmos ADM should work better.
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Old 03-14-2024, 05:23 AM   #96
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It also now correctly imports ADM produced by the MPEG-H Authoring Suite
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