I've been testing out Sound Particles for the past couple of days with respect to moving point sources within a VR scene (e.g. walking around wearing a lapel mic). I've had some successes and some failures so I thought I would start a thread where people could post what they've found works for them, so it might help others.
Anyway, in my case, following on from Nuno's VR tutorial.
I usually create 360º videos of about 3-10 minutes in length (sometimes a little longer). I composite them in Final Cut Pro X and produce them for delivery on YouTube. In order to get YouTube's "Spatial Audio" working with Sound Particles I do the following:
The result has worked so far for me - here's a very rough and ready example using Sound Particles:
I am interested in 360º video and using Sound Particles for the non-profit promotion of Museums and archaeology (areas I used to work in). Here's a low-res. non-spatial audio example I did last year to try out a new camera (Ricoh Theta S).
Anyway, that's my current way of doing things but if anyone's got any better suggestions/tips/more efficient workflows, I'd love to hear them!
Anyway, in my case, following on from Nuno's VR tutorial.
I usually create 360º videos of about 3-10 minutes in length (sometimes a little longer). I composite them in Final Cut Pro X and produce them for delivery on YouTube. In order to get YouTube's "Spatial Audio" working with Sound Particles I do the following:
- Create the video *without Spatial Audio* in Final Cut Pro X - just mono audio.
- Import the video into Sound Particles (SP) - as described in the video above.
- *Enable Dual View* (Top View & 360º View - not just Single View: 360º View).
- Create an Ambisonic virtual mic in SP - as described in the video above.
- Take the original mono/stereo sound files and add them as point sources in SP.
- Match up the sound sources with the original video track and apply directionality as required (with position point, rather than position point [rotation]?).
- Render and export audio as *16 bit* (rather than 24 bit) 48 KHz BWF WAV audio.
- Input the resulting audio file into an EBU R-128 monitor to see how much to lower the dB to meet EBU R-128 standards (e.g. it may say "decrease amplitude by -4.6dB").
- In Sound Particles>Preferences>Render, set "Normalise Level" to new level (e.g. -4.6 dB as per 8. above).
- Export SP audio again at new level.
- Import original video and SP audio track into iFFMPEG.
- Set video to "Pass thru" and container to .mov.
- Set audio to Add External Audio and import the SP Audio file - set to "Pass thru" as well.
- Render out the "muxed" (combined) file.
- Run the file through YouTube's Meta Data tool - ensuring to select "Spatial Audio" setting as well as requisite 360 video options.
- Upload to YouTube and wait up to a couple of hours or more for the Spatial Audio part to kick in.
The result has worked so far for me - here's a very rough and ready example using Sound Particles:
I am interested in 360º video and using Sound Particles for the non-profit promotion of Museums and archaeology (areas I used to work in). Here's a low-res. non-spatial audio example I did last year to try out a new camera (Ricoh Theta S).
Anyway, that's my current way of doing things but if anyone's got any better suggestions/tips/more efficient workflows, I'd love to hear them!