Dolby Atmos

Audio, position metadata, and a renderer

Our REAPER mix was channel-based

  • ReaSurroundPan distributed audio among eight channels
  • Automation changed that distribution over time
  • The exported 7.1 WAV stored those channel signals
  • An Atmos object keeps audio and position metadata separate

Bed format and speaker layout

FormatChannelsRole in this course
7.18Our REAPER mix and room playback
7.1.210Our Logic Atmos bed
7.1.412A monitoring layout with four height channels

The bed format and monitoring format are separate choices.

Beds and objects

  • Bed: tracks combine into a channel-based submix
  • Object: audio stays separate, with position and size metadata
  • Either can contain stationary or moving sounds
  • A stereo object track uses two object inputs

Two paths into the renderer

Object audio and separate position metadata feed a renderer; bed tracks combine into a multichannel bed before rendering to speakers or headphones.

Simplified course diagram. Eventide routing reference · Logic signal paths

Rendering for the playback system

  • Bed channel signals and object metadata enter the renderer
  • The renderer creates outputs for the selected layout
  • Headphones require binaural rendering
  • Different playback systems still need listening checks

Ambisonics and Atmos

AmbisonicsAtmos
StoresEncoded sound-field componentsBed audio, object audio, metadata
PositionsEncoded into component signalsObject positions stored separately
PlaybackDecode for speakers or headphonesRender for speakers or headphones

Both can preserve height and adapt to different playback layouts.

One bird, one background

  • Ambisonics: encode the bird and traffic into a shared field
  • Atmos: keep the bird as an object; place the traffic in the bed
  • Rotate an Ambisonic mix and the whole field turns
  • Move the Atmos bird object and its background can stay put

What would you need to move only the bird in a finished Ambisonic mix?

Listen to one placement change

  1. Hear a short excerpt with one object held in place
  2. Hear it again with one deliberate movement
  3. Compare a 7.1 speaker render with a binaural preview
  4. Describe what stayed clear and what changed

Two panners in Logic

Logic Surround Panner feeding the bed beside the 3D Object Panner sending object position metadata.

Choose a path and explain why

  • A lead vocal that stays in front
  • A sound effect that moves overhead
  • A diffuse ambience or reverb return

Which would you put in the bed or an object? What control do you need?

Binaural monitoring

  • Dolby Renderer modes: Off, Near, Mid, Far
  • Off includes the sound without distance modeling
  • LFE is fixed to Off in Logic
  • Apple Renderer has Music and Movie previews

A master and a listening file

  • ADM BWF: bed audio, object audio, and metadata
  • Rendered WAV: a particular channel layout or binaural preview
  • Playback encode: a service or device delivery format
  • Project 4 requires the Logic project and ADM BWF

References: routing and monitoring

References: masters and delivery

Appendix: other Atmos tools

  • Pro Tools Studio and Ultimate: integrated or external renderer
  • Nuendo: internal authoring and external-renderer support
  • Dolby Atmos Composer : adds Atmos authoring to other DAWs

Appendix: other immersive formats

  • MPEG-H Audio: channels, objects, scenes, and listener interactivity
  • IAMF: an open, codec-agnostic specification; Eclipsa Audio is based on it
  • ASAF and APAC: Apple’s production format and delivery codec

Appendix references