Hi there,
I have an mkv with Dolby Atmos audio. Can someone please describe the "easiest" way to extract each channel to a Mono Wav?
Thanks,
tarf
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Remember that you will only get the basic flatbed 7.1 channels.
Atmos data will be lost. -
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No. It's not, via extraction. To be converted to a standard (read: non-object-oriented) format, you would have to render it. (What you hear is what you get). Which requires an already Dolby Atmos-supporting system.
And you had better render it using the layout you use in your listening environment otherwise the sound will be "off".
Scott -
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The nature of Atmos, and DTS:X etc, is that it gives directions to the decoder on how to best place the sound object, DEPENDING on the chosen available speaker & room layout of the target system.
Thus, if you have a 9.1.2 system, the decoder will spit the sounds out to be the best fit for that.
If, OTOH, you only have a standard planar 5.1 system, the decoder will move the overhead-placed objects into such regular surround speakers as to be as close an approximate as can be done with that system. Probably, it might use some delays & eq tweaks (HRTF convolutions) to provide a phantom image that might convince some it is coming from overhead.
Note that without a decoder, there is no "direction" to the sound objects, even if they could be extracted to their monophonic core elements.
Scott -
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No problem.
Yeah, sound objects don't really use the channel paradigm, although if you wanted to think of them that way, the only appropriate way would be as multiple individual (multi-track) mono files, each with their panning being provided by metadata. That is in addition to the normal TrueHD base (which IS standard channel type).
Scott -
Dang, that's definitely more complex than I imagined, lol
On a different note, I remember when I used to chat with you about When a Stranger Calls, I think going all the way back to 2006! I discovered that Izotope really works wonders in efficiently being able to create a 5.1 from the Mono source. I'm blown away by what the Izotope products can do -
I'm wondering how this "object-based" coding works, actually. Taking a wild leap in the dark, could it be something like this?
As an example: take a basic sound (like from a helicopter or wind & rain), define it as "object X" and assign it's 3D movement (like XYZ vectoring) within a specific time-window?
Maybe more knowledgeable people can say more/better about it.
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