|
How to move an audio sample upwards/downwards in the sound field.
|
View this Thread in Original format
| Juan Paulino |
I asked a lot of people and got dif responses. I would like a plug in effect that can Pan or move an audio sample up or down. I think cubase has this. I tried looking in KVR for imaging, spatial, panner, and so on and no luck. BT does this with some of his samples. An example would be that i would like to hear a closed hat coming from the top of my monitors rather from the center or bottom.
Thanks in advance,
JP |
|
|
| itsamemario |
Hmmm.. Dont know if there is a plugin that would let you do that.
Or, I do know there's one from SSL or whatever. You need a dongle for it. But it allows you to move sounds in a pseudo-surround environment.
Also added buncha artifacts, but that's neither here nor there.
What I usually do, though, to move the sound up and down so to speak.. Hmm I dont really have one way to do it, as there are many factors at play. Thin spacious reverbs can often lift elements. Boosting the highs would also be helpful, alt use an exciter.
I mean, anything that's really designed to bring something out, could be used to 'elevate' the sound, as would effects like for instance a dull reverb would appear to pull the sound downwards.
I mean, it's not really a science, since it's all pseudo-effects or whatever, but yeah.. pinch (upwards) the hat with an eq at like 18000. and remove anything sub1000. |
|
|
| Juan Paulino |
| Thanks Mario will give a try and post back any results I get. |
|
|
| Teezdalien |
There's this free plug-in from Tokyo Dawn, it is a spatial processor but more ideal for placing elements either more upfront or further back in the mix, giving a sense of depth. It may work for what your wanting to achieve though.
http://www.tokyodawn.net/proximity/
There's also the Soundhack Binaural plug-in but pretty sure it only comes in a bundle, though have to admit I really like Soundhack's stuff.
http://www.soundhack.com/spectral-shapers/ |
|
|
| Juan Paulino |
| Thanks Teez, will give those a try. |
|
|
| Storyteller |
Never mind. Didn't read OP well enough.
Psycho-acoustics. |
|
|
| clay |
| you would need to set up a surround setup on your front wall so that front is by the floor, and rear is up in the ceiling, kinda like tipping the whole surround image specter 90 degrees from horizontal to vertical, and then pan between front and rear. what you are talking about is impossible in stereo, you only have left and right. treble will often sound like its coming from the top but that's usually because 1: the treble is on top of your monitors, 2: you are taller than the monitors, 3: treble will reflect on any hard surface like walls, which there will be more of on high locations in your room. if you head a completely dead room, and your monitors at ear level, with a one-point source (look up Tannoy Dual Concentric drivers), you would not be able to distinct other placement in the soundscape than left, right, and depth (level and /or reverb). there are efex that might fool you thinking you can do this, but this is basically just a phase-effect combined with individual eqing on left/right channels, and perhaps also levels, which combined fools the stupid brains of humans. and usually these efex are more back/front efex, not up/down. to be able to make a completely correct 3d soundscape ud need 8 speakers, one in each corner of your room, both back/front, and ceiling/floor. still, we only have two ears and its difficult for humans to understand all this information. |
|
|
| itsamemario |
| quote: | Originally posted by Storyteller
Never mind. Didn't read OP well enough.
Psycho-acoustics. |
haha thats the word i was looking for yesterday :P |
|
|
| evo8 |
| In general, higher frequencies will appear to be at the top of the sound field, like high hats and the top end of leads etc |
|
|
| clay |
| quote: | Originally posted by evo8
In general, higher frequencies will appear to be at the top of the sound field, like high hats and the top end of leads etc |
that depends on your monitors, your room, the location of the monitors in the room, and your own location in the room in reference with the monitors in the very same room. if the monitors stands upside down on the floor with the treble aiming downwards i would guess that the bass would spread with more amplitude in the higher places of your room than the bright frequencies from the treble making brighter sounds go downwards.... sound isnt that magical (melody is though), just because birds are usually in the trees and humans have more sensitivity towards bright sounds upwards normally, doesn't mean that all bright sounds seems to be coming from above. think about a snake in the grass, that's really ing important to notice and the ears do so, sending impulses to the brain to look down. it would be stupid if humans by instinct thought the snakes were flying just because the rattling sound is bright. |
|
|
| MaxC |
| quote: | Originally posted by clay
that depends on your monitors, your room, the location of the monitors in the room, and your own location in the room in reference with the monitors in the very same room. if the monitors stands upside down on the floor with the treble aiming downwards i would guess that the bass would spread with more amplitude in the higher places of your room than the bright frequencies from the treble making brighter sounds go downwards.... sound isnt that magical (melody is though), just because birds are usually in the trees and humans have more sensitivity towards bright sounds upwards normally, doesn't mean that all bright sounds seems to be coming from above. think about a snake in the grass, that's really ing important to notice and the ears do so, sending impulses to the brain to look down. it would be stupid if humans by instinct thought the snakes were flying just because the rattling sound is bright. |
I think his point was that, all else being equal (i.e. differently pitched frequencies originating from the same point in space), psychoacoustically, higher frequencies tend to sound slightly more elevated than lower frequencies. I think the fact that the OP used hi-hats sounding higher in elevation as his example is no coincidence, as that is how most people would experience them under conventional circumstances (without speakers flipped upside down or whatever other effortful deviations one might point to).
To offer another possibility regarding the original question, you could try head-related transfer functions in a convolution plugin. Granted, this may only be applicable when listening via headphones, but I'd be curious to hear how it would translate to speakers in a room if you're lost for other options. |
|
|
| Juan Paulino |
i found better options using different samples. This process is unorthodox and can be a little complicated. Pretty much i was looking for 3D type percussion around my kicks. Panning can do it but it wasn't to my expectations. Thanks guys I will try your options also.
Cheers |
|
|
|
|