Quote:
Originally Posted by
Dan Hitchman 
Psychoacoustic panning using sound spatialization methodology and embedded metadata instructions is the backbone of object-oriented mixing. They use information on how humans perceive sound to simulate 3D audio spatial cues. They can make multiple sound effects seem like they're coming at you and then passing around your head... like individual bullets from a gun fired from on-screen, more precisely than traditional linear panning. In the Atmos mix for "Brave," they used that effect for the will-o-the-wisps scenes.
The backbone of object-oriented audio is vector based amplitude panning, where sounds are given vectors and not tied to particular channels or speakers. Spatializer processing can be an option on some object-based audio technologies, though not all; and even then, it doesn't come into play unless the number of speakers shrinks to 5 or less (e.g., stereo set-up or soundbar).
As for 'Brave', there was no spatializer effect being used, just panning to more individual speakers instead of arrays. I heard that soundtrack in three different Atmos-equipped theatres. The Atmos white-paper makes their approach clear:
"Another example is a somewhat less-subtle helicopter elevating on the screen and flying over the audience. The use of more discrete surround zones, as in Dolby Surround 7.1, helps achieve the perception of overhead movement, but adding overhead speakers prevents the brain from having to construct a phantom image of the helicopter moving overhead."
So it is not a question of spatialization methodology but adding more speakers to more locations to fill in gaps and lessen the need for phantom imaging. By comparison, spatializer processing is for the opposite situation, when you have so few speakers that you have to rely on phantom images (i.e., imaging where there are no speakers), which is the opposite of what Atmos was doing with 'Brave'.
Quote:
Originally Posted by
Dan Hitchman 
Google "SRS MDA" and "3D audio object oriented coding" for more.
I did, and there was no mention of spatializer processing being the backbone of object-based mixing. The last time I heard a SRS MDA demo, the only time any spatialization processing was used was when we moved from the 12-speaker set-up to a 2-speaker workstation. And even then, they made it clear that it was an option.
Quote:
Originally Posted by
Dan Hitchman 
They even go into why Dolby Atmos and MDA didn't go with the spatial matrix coding tricks of DTS Neo:X and Audyssey.
IF Atmos and MDA didn't go with spatial matrix coding, then what do you mean by spatialization methodology being the back-bone of object-oriented mixing? You're using these terms rather vaguely. And I don't see what Neo:X (ambience extraction) and Audyssey DSX (ambience generation) have to do with object-based mixing.