A L G O R I T H M S . .

Please add more Algorithms and return the iZotope SRC (legacy).

Could we look at a Dolby Atmos Spatial model Algorithm ??

In what context?

:notes: :eye: :headphones: :eye: :notes:

X stereo channels

The Dolby Atmos Binaural Renderer produces a ‘Spatial’ multi-channel surround psychoacoustic (stereo) mix , which only requires headphones to audition the recording/production… It really is all about binaural Dolby Atmos multi-channel psychoacoustic/spatial content availability.

Otherwise, playing Dolby Atmos binaural psychoacoustic multi-channel surround/spatial productions via a pair of speakers, is sub-optimum, in comparison to the binaural headphone experience.

:notes: :eye: :headphones: :eye: :notes:

Your right it would need to an Audio Units Effect, perhaps a wider sound stage effect option if it exists

Atmos Binaural content does not require any other processing…

There exists stereo speaker cross-talk removal plug-ins…

X-talk Shaper

Universal BACCH 3D for Speakers

PANORAMA 7

And other HRTF/psychoacoustic virtualization plug-ins just for headphones… ( a few examples)

REDLINE MONITOR

CanOpener

And this suite of stereo and multichannel HRTF virtualizations…

There are many more…
:notes: :eye: :headphones: :eye: :notes:

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The Hang Loose Convolver has an example of cross talk cancellation filtering for headphones. This example is included with the HLC install so one can try it out.

RTFM :sunglasses:

And there are several dozens of pro audio plugins that will do soundstage manipulation like height, depth and width… Even some EQs like Michelangelo with Mid/Side Processing can do that… Google is your frenemy…

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