Hello!
I have various events in fmod projects that can swap between using regular spatializer and 3D obj spatializer based on user options.
That generated a lot of mixing problems, as there’s a huge difference between how both sound - there is a big volume and eq difference. (I know that both spatializers operate differently and one is specifically designed to leverage object metadata for object based formats, yet that doesn’t help much in the end)
Also noticed a bugy behaviour that adding just a gain effect with 0dB on it before the chain with 3d object spatializer, somehow makes it suddenly louder (no actual gain added).
Anyone has any ideas how to approach those mix differences and where’s that wierd behaviour with gain jumps coming from?
Currently, I’m monitoring on regular 5.1 surround system withouth any spatial formats;
Also, since 3D object spat. is format based, does that mean it will work very different (and sound) between different formats, say dolby atmos vs windows sonic etc? I’m trying to get unified results between tools and formats, I understand there nuances between different formats, yet I need to be sure that wherever it will go it will at least give me sth that works properly. Would appreciate any help.
Another thing that bothers me is - how the system handles situation when there are to many objects? Platforms have different limits, currently it’s pretty much 128 objects across most of it, but what happens when there will be more? Does it use stealing or is it seperate or format based?
And last question - how does that actually incorporate bus structure and routing in case od 3D obj spatializer? Going by documentation it should completely obey it and go directly to master, yet from my experience it doesn’t really work that way - I can solo group and be able to hear only those 3d objects that go there, also they seem to react properly to snapshots changes controlling different groups;
Would apreciate any tips on that!
Cheers,
Marcin