Quote:
Originally Posted by
kosmokrator
β‘οΈ
Nope, we're on 3.0.2 as well.
And sending the SyncCheck files through the Renderer is exactly what I did as well.
I agree with all your points. Another one for me would be to be able to sync the record arming of the Renderer to PT (or via Eucon) so you can punch into an DAFP and live-recorded re-renders at the same time. Plus that a selection in PT gets automatically sent as in/out points to the renderer.
You bring up an enormously important and at the same time enormously neglected-by-developers/hardware-manufacturers issue of modern/digital times: A/V sync.
With the introduction of digital in our world, the opportunities became endless, but at the same time there's one big word that every step of the way is a pain in the b***: LATENCY...it's bloody everywhere: production-postproduction-consumption.
I type this while listening/watching to the Dolby Atmos mix of the Roger Waters' film/concert (great mix btw), where I had to start by finding the A/V sync offset for this particular playback on a Samsung 4K TV with Atmos playback over 7.1.4 I can change this offset in the BluRay player and/or in the Marantz home theater pre-amp I'm using. If I watch the same film via projection, I have to adapt the sync again. If I take other Blu-Ray content I have to re-check. If I change to my DVD player, I have to adapt sync again...and so on...
I'm putting a lot of 360 spatial audio content on Youtube nowadays. If I play the same 360 YT video on an Oculus Go, a GearVR/GalaxyS7 or desktop browser, the A/V sync is 3 times different (with the Oculus Go being the worst)...
When we are doing Dolby Atmos, A/V sync is as important as ever, only you have to keep 128 channels in sync, which is a challenge in itself depending on the setup. I use a 2 PT HDX2 system setup, with one system as playback and the other to record the 128 Atmos channels + the Dolby Renderer running on that machine. I preferred not to buy a separate Dolby PC for the mastering as that is an unkown to me and PT I know inside out. The recording system is connected to a DAD AX32 with 24 analog outs to the speakers and an extra SSL Delta link 64 MADI interface. The playback system has 2 SSL Delta links and both systems are connected over 128 MADI channels. First issue: PT PB system seems to think with Automatic Delay Compensation that ch1-8 need another offset than ch9-16 (22 samples if I'm not mistaken). Now if you record 128 beeps to the second system, the recording is exactly as wrong as the PT PB system is offsetting. Turning ADC offset off on the PB side, makes everything sync. Why PB PT system thinks it needs to offset is still a mystery to me (although I guess it has to do with Avid's own HD interfaces probably having an offset on ch9-16 and using the reverse-engineered PT connection SSL Delta probably doesn't have this). On the recording side the offset of the DAD and SSL is also different (I know I'm pushing things by using different interfaces, but it's only in a Dolby Atmos situation I really need it). Now when doing Dolby Atmos projects in the past I have always "callibrated" everything with manual offsets, so that all beeps recorded sample accurate.
Then there is the Dolby Atmos recording itself that has, as you mention, its own latency. You gotta love this job :-)
If there is one rule I've always followed through the years of using digital equipment, is to never trust sync or latency and always check every step of the way (with recording beeps and zooming in to the sample level). And to listen if things actually sound ok (first generation Dolby Atmos LtRt re-renders were terrible, I haven't tried since staying with LoRo).
Regarding your request: "Plus that a selection in PT gets automatically sent as in/out points to the renderer" I always set my PT i/o a bit wider than the Dolby renderer punch i/o's to be sure there are no punch issues either side (and then double check a punch by listening of course). I recently had a conversation with Dolby at IBC, where I asked if a punch had an automatic crossfade, but had no definitive answer.
Dolby Atmos and immersive audio (I've mixed a few feature films in Auro-3D as well) is great new territory, but with it come new challenges to get the master right and the theater/consumer playback side as well...
Greetings,
Thierry