Game Audio/AVAR/Spatial Audio
Record Producer/Mixing Engineer (incl. Immersive)
Skyline Entertainment & Publishing
Morgan Hill, California
3D Audio (360 Spatial) for immersive content has made massive strides forward in just the first five months of 2019. However, the majority of content remains in the animated VR world. Commercial audio (in all genres) continues to be delivered across streaming and download platforms in L+R stereo audio. With the binaural (headphone) delivery options for spatial audio as a topic of discussion for many major hi-res audio delivery platforms, commercial music delivery options are coming very soon. The ability for commercial artists to deliver studio quality audio (if not MQA) to consumers with an "in-the-studio" experience soon will be delivered in ambisonic formats.
This presentation will demonstrate studio sessions delivered in 360 video and stereo mixes translated to static (non-HRTF) 360 audio, which was originally captured for standard stereo delivery through traditional streaming and download sites. All of this audio is prepared to be delivered in a simultaneous (and rapid) turn around from pre-production to final masters delivered on both 360 and stereo platforms. To do so, requires planning in even in the earliest of (pre-production) stages prior to actual recording.