Immersive sound perspectives Asbjoern Andersen


Erik Foreman is an Emmy winning supervising sound editor and re-recording mixer, who is an expert in mixing in immersive sound technologies. Erik has worked in the film, TV & game industries. He was at Skywalker Sound for 16 years and is currently a spatial audio design and mixing expert and producer at Dolby Laboratories. His credits include Star Wars: The Clone Wars, The Batman, Despicable Me 2, Hand of God, Fruitvale Station, The Force Unleashed 1 & 2, & Guild Wars 2.
Written by Doug Siebum
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DS = Doug Siebum
EF = Erik Foreman

DS: Hi, and thank you for being here. Can you tell me a little about yourself and how you got started in sound?

EF: Sure! I grew up as an audiophile and played guitar as a kid. I went on to study film in college and worked at the University of Maryland college radio station. When I graduated, my first job was for a small video production company who needed a location sound guy. I worked in the DC metro area and on capitol hill doing all types of video shoots and before too long I expanded into audio post for the company. I started with Pro Tools 3 around 1994.
 

DS: Today I wanted to talk about immersive sound. Can you give me a general definition of immersive
sound?

Immersive, or spatial audio, goes beyond surround sound by adding a 3rd dimension to fully surround the listener in an audio experience.

EF: Immersive, or spatial audio, goes beyond surround sound by adding a 3rd dimension to fully surround the listener in an audio experience.
 
 

DS: Can you talk a little about the history of immersive sound? How did we get from mono to where we are today?

EF: I can speak specifically about Dolby’s evolution starting with stereo through Dolby Atmos. From stereo with Dolby SR noise reduction, we saw the development of left, center, right and surround
channel (LCRS), the beginning of surround sound, in the 1976 film, A Star is Born. This then expanded
to 5.1 with the release of Batman Returns in 1992. In 2010 Toy Story 3 was released in 7.1. Dolby
Atmos first premiered in the theaters with the release of Pixar’s Brave in 2012 so it has now been
around in theaters for over 10 years.

In the past 6 or 7 years Dolby Atmos has been expanding into the home and mobile markets at a fast
pace. With the advancement of chip technology, the ability to process more data has allowed the growth
of more advanced audio tech and better experiences across the board. So not only can we experience
immersive sound in a theater full of speakers but also on smaller devices like TV’s, soundbars, tablets,
phones and headphones.
 

DS: How did you get started in immersive sound?

EF: Dolby Atmos was still somewhat new when I was at Skywalker so working at Dolby was the beginning of professional immersive sound work for me. That said, I have a personal fascination with immersive audio experiences. I have been a long-time fan of what companies like Polk Audio were doing in the 80’s acoustically with their SDA line of speakers to create very wide sound stage experiences from
stereo sources. I’m totally inspired by those products and work daily to make fun and enjoyable mixes
using Dolby Atmos with the goal of bringing the same level of enjoyment to the listeners of my work.
 


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DS: Did you make the move from Skywalker Sound to Dolby Laboratories so that you could work on
immersive sound?

EF: Yes, I made the move to Dolby to get directly involved with the cutting-edge audio products that are defining the immersive industry. I enjoy being part of the process, talking about it and teaching it to others.
 

DS: Can you tell talk about Dolby Atmos? Maybe explain it and talk about mixing in it.

EF: Dolby Atmos is a combination of a traditional channel-based system and a more advanced object one. It is an intelligent format that is always aware of its playback medium, be it headphones, a mobile
device, a soundbar or a huge theater. Dolby Atmos will render the mix appropriately providing the best
performance possible for each situation. I like to compare it to video resolution. The more speakers you
feed it to the better your audio resolution will be no matter the original mix room size. Dolby Atmos
sees every individual speaker attached to the playback system so, for example, in a movie theater with
10 speakers down the side wall, Dolby Atmos can address each individual speaker independently. With
that same example, in a 7.1 system the entire wall would act as one speaker.

The more speakers you feed it to the better your audio resolution will be no matter the original mix room size.

It is very powerful to address each speaker independently! The system also incorporates mix-down metadata. This allows me to prevue all of the mix down varieties while in the studio giving me complete confidence that my mix will be consistent in every scenario it plays be it 7.1, 5.1 or stereo.

Mixing in Dolby Atmos is an incredibly fun and rewarding experience for me. Having a 3 dimensional
sound field to work with is liberating and allows much more creativity and detail. I spend much less
time carving out individual sounds and more time deciding where to put them and actually adding
more.
 

DS: Are there other formats that you are mixing in?

EF: I use Ambisonics to record raw sounds but my main mix platform is Dolby Atmos.
 

DS: How much of your time do you spend working on linear vs non-linear media?

EF: Most of what I do is linear. I focus on Dolby marketing pieces and demos that are used by the company and many of our partners. I also create a lot of music mixes and compose music pieces. Finally, I work on training and teaching.
 

DS: Do you see any innovations in immersive sound that are coming to us soon?

EF: Yes, the power of intelligent object-based audio will transform our experiences in the home and in public spaces. I believe immersive sound is about to be re-defined and we are going to see some really fun and powerful uses of audio.
 

[tweet_box]Erik Foreman from Dolby talks about immersive sound[/tweet_box]
DS: Can you talk about recording for immersive sound?

EF: I think the important part to understand is that you do not need multichannel recordings to make multichannel output. It’s great to have an Ambeo mic or similar for some sounds that you may want to have a fully combined sound like backgrounds, however, the trick to making something fully
immersive is with quantity and variation by being creative with any kind of sound. I use sources of all
types to make immersive soundtracks and use all kinds of tools to add depth, variation and bring clarity
to a track.
 

DS: What equipment do you need to get started in immersive sound?

Dolby Atmos can be created with as little as a laptop and one of the currently supported DAWs that include Pro Tools, Nuendo, Cubase and Logic and pair of headphones!

EF: Dolby Atmos can be created with as little as a laptop and one of the currently supported DAWs that include Pro Tools, Nuendo, Cubase and Logic and pair of headphones!
 

DS: Do you have any advice for someone looking to get into immersive sound?

EF: Immersive audio is like a breath of fresh air, especially for the music and podcast industries. We don’t need to slam our carefully curated tracks through 2 speakers anymore. Formats like Dolby Atmos allow for a more comfortable, creative and spatial experience in pre-recorded media and live sound. I would advise anyone in audio to start to dig in because once you get it, you won’t go back. It will take your creativity and music ideas to a whole new level. Don’t think about mixing to speakers, but rather mixing to a 3 dimensional space.
 

DS: Any final thoughts?

EF: Thank you, Doug, for taking the time to interview me. It was a real pleasure! I’m always open to helping folks out that are working with the Dolby tools and format. Please feel free to reach me on Twitter if you have any questions or need advice with Dolby Atmos related things!
 

I want to give a great big thank you to Erik Foreman for sharing some of his expertise on immersive sound with all of us. You can find Erik Foreman on Twitter here or on IMDb here.

 

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Explore the full, unique collection here

Latest sound effects libraries:
 
  • A collection of 135 potion sound effects.

  • A collection of 140 individual power up ability sound effects.

  • A collection of 103 bowling sound effects.

  • São Miguel – Flows (supporter pack) is a collection that includes 14 looped files.
    The palette explores the sounds of the ocean, waterfalls, and hot springs. These recordings were captured in Moihnos (Cascata do Limbo, Praia dos Moihnos), Ribeira dos Caldeirões, Ponta do Arnel, and Furnas (Caldeira).
    Recorded in 96 kHz/24 bit, these sounds are easy to navigate and were captured using a Sony PCM D100.

  • ATTENTION: The audio preview only simulates gameplay to demo just a portion of the library’s content.


    Reward your players with the jackpot of 340 high-quality (170 original sounds), easy to use audio files that provide you with all the sports-themed audio your games will ever need!

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    SPORTS-THEMED SOUNDS FOR YOUR FEATURE GAMES

    Need BASKETBALL game sounds, SOCCER / FOOTBALL, HOCKEY, BASEBALL, GOLF, TENNIS, TABLE TENNIS / PING PONG, SKIING / BOBSLED, SWIMMING or WATERPOLO, BOXING and even more? We got you covered!

    With all essential action and foley sounds for most common Oympic Sports that have been included in this pack, along with ambiences and miscellaneous sounds – such as AIR HORNS, ARENA AMBIENCES, CROWD CHEERING and CHANTING, JUDGE WHISTLE, and more – this sound effects library will leave nothing to be desired!

     

    ENGAGING SPORTS MUSIC IN ALL GENRES

    Immerse your players in gaming experience like no other with almost every music genre commonly found in sport events, games and tv program. We have also included multiple variations and edits to make your workflow as fast and easy as posible.

    From INDIE ROCK, HARD ROCK and METAL, to multiple sub-genres of ELECTRONIC Music, FUNK, ROCK BLUES and other genres, from SHORT STINGS, JINGLES and DROPS, to LOOPS, music mixes in VARIOUS INTENSITIES, included content here is a must have in your audio collection.

     

    With each audio file being drag-and-drop ready, presented in high quality MP3 and WAV formats with meticulously labelled keywords for your convienience, you will create the perfect gaming experience for your players in a matter of moments!


    So STEP UP YOUR SLOTS, GRAB ATTENTION and BUILD CONNECTION with YOUR PLAYERS! 

    DOWNLOAD NOW!


    SPORTS SLOTS at a Glance:

    • Symbol Sounds, Buttons and other Interface Sounds, Reel Spin and Stops, Trigger Sounds, Selection and Reveal sound effects, Music Loops for every scene and situation, Win Tunes and Rollups, Payouts and other short Celebration Tunes + much more!
    • Sports-Themed Feature Sounds: Basketball, Soccer / Football, Hockey, Baseball, Golf, Tennis, Table Tennis / Ping Pong, Skiing / Bobsled, Swimming, Waterpolo, Boxing and more
    • Numerous Variations and Edits of the assets, such as multiple lengths, intensities, looping and non-looping variants, and more;
    • Ready to use – requires no editing, labelling or splicing. Categorized, organized and individually labeled files for maximum use efficiency;
    • FREE Updates to higher versions, FOREVER!

    Enrich your slot IP in seconds with beautifully mixed, AAA quality sounds brought to you by our team of industry veterans, whose 1000+ slot games worth of experience have culminated in this extraordinary sound pack!



    DON’T DELAY any longer, you are only a step away from bringing your game to life. Take action and DOWNLOAD NOW!

    10 %
    OFF

   

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