SPATIALIZATION (STEREO)

 

 

 

Stereo spatialization can be, amongst other things, considered as an aspect of mixing.
From a theoretical point of view, it is quite straightforward, though in practice it's another story.

In a stereo mix : we've got two speakers, and things to organize in the virtual space defined by the two speakers.
Let's see what kind of vocabulary we have here, at least from a "geometrical" point of view.

 


left/right panning

Level panning : +xdB on left or right
Time panning : - x ms on left or right

 

 


width & size

To make an object "bigger" : eqs on certain frequencies - compression.

 

 


depth, generally associated with acoustics

To place an object further : reverb on the object - eqs, remove certain highs and lows. In general smooth out the object's definition.

 

 


surrounding acoustics

Separate pan (level and time) on the object's reverb.

 

 


directional source, directional surrounding acoustics

Work on the time panning : can make the object directional if compensated by other factors.
Ex. : -20 ms on the left channel makes the object appear more on the left ; several dBs of attenuation on the same channel compensates the time pan and makes the object directional.

 

 

In addition to those examples, timbre is often linked with acoustics.
It is thus possible to create different "scenes" with distinct colors, and/or with a global hue, and particular microscopic aspect(s) and so on.

Two subjects closely related to spatialization : classical recording criteria and grain.

Multi speaker spatialization here.

 

Back to main index