Two weeks ago I had an opportunity to sit down with Rafael Duyos and test his DSpatial software.
It is still quite difficult for me to explain myself the whole experience, as there was so much information in just one day - it definitely requires more thinking about it than I had available so far.
A brief description would be - DSpatial is a mixing engine that treats sound clips as objects, and it can be configured for any number of speakers you want (or have available in your studio). The number of these objects is limited by the number of channels your DAW can play back.
So far, so good, but the interesting part begins now.
These objects are positioned
inside a virtual space that has 3 zones: the first one is inside the speakers' zone which is pretty much self-explaining - it can be your mixing room and the limits are defined by the speakers position.
The second zone is
outside the speakers - you can move your object(s) past the limits of your room!
The third zone is the faraway zone, where sounds fade and disappear.
This being said, we come to the next level of complexity: a powerful, multi-channel reverb engine represents the space you're working in - it can be any space you want, interior or exterior small or large, and it is constantly present on all speakers, fronts, surrounds, tops, whatever you have in your studio. The great thing about this reverb is that it is so natural that you never hear it as if it is coming out of all speakers at the same time, just like natural spaces, where reflexions come from all directions.
In classical mixing process we add space to objects - in this DSpatial's one, we actually mix sounds which are
inside the space all the time.
We had a multi-touch screen to control the objects - you touch/grab an object or a group of objects and move or rotate them on the screen where you can see the room, the outside space and the fade zone.
Here comes another layer of interesting things: moving objects react to movement as any moving objects in the real world - there is a Doppler effect that depends on the speed, when further away they are more dipped into reverb /it is really hard to call it reverb, I think "space" would be a better name), when they come closer, they sound dry. Another nice touch: when objects are closer, their frequency range is full, when further away, a HF and a LF rolloff is automatically applied in a very natural way.
Every movement is fully automated and reverb/space changes are frame-accurate. There is a whole Reverb designer section where you can tweak the reverb parameters.
In my studio, we ran it on top of Atmos setup, and assigned each virtual speaker output to physical speaker outputs, 32 in my case. Inside the plugin, there is a Room designer where you can fine tune the speaker position according to your room layout.
The plug in was running in Pro Tools (I'm not sure it exists for other platforms), on a very modest machine - New Mac Pro, 6core with only 12GB ram. Pro Tools HD Native Thunderbolt v11 or 12 I can't remember, HDMadi and HDsync.
With inserts on about 40 channels, the processor usage bar was steadily at 40%.
I am sure I forgot many details, but I'll try to bring them in my next posts.
DSpatial has a
website, but the info is limited.