How to achieve similar effect as 3d Audio mixing plugins using EQ?

Discussion in 'Mixing and Mastering' started by MaXe, Nov 26, 2017.

  1. MaXe

    MaXe Kapellmeister

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    Hi guys,
    It has been quite a while since I had been looking for a correct answer to this question. How can I achieve similar 3d effect when using plugins like dearVR by Plugin Alliance using pure EQ? Do I have to use any other effects to place the sound in Stereo field like the dearVR pro does? I simply disable the reflection and reverb in the plugin and by choosing a particular location the sound fits in that place quite easily. It has been a while since I have been trying to achieve similar effect without those types of plugins but I don't know how.
    I know that sounds which are close to us have more high frequency and sounds which are further would have less, and I know I can use reverb and delay to push things further back in the mix. But still,I can't achieve such perfect stereo placement in my mixes. I am sure there should be standard technique to get similar effects since such plugins are doing this for me, it can't be trial and error!
     
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  3. xbitz

    xbitz Rock Star

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    missed the transient manipulation
     
  4. xbitz

    xbitz Rock Star

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    otherwise yepp the basics are

    1 Roll off low end and/or high end
    2 Remove some transients (with transient shaper or compressor with a fast attack)
    3 Use some reverb (Large room = long distance)
    4 Mess with delay time (Long time = long distance)
    5 Reverb to delay
     
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  5. xbitz

    xbitz Rock Star

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    the predelay part from the video, that's ok the space is bigger but
    - https://www.amazon.com/Mixing-Audio-2e-Roey-Izhaki/dp/0240522222
     
  6. xbitz

    xbitz Rock Star

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    btw. same phenomenon with early reflection
    space and distance sensing working differently, from page 421 in the mentioned book
     
  7. junh1024

    junh1024 Rock Star

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    [​IMG]

    I mean, you CAN use EQ to achieve this, but the more bands you use, the more realistic it may sound. Here is a L/R EQ curve for something panned 15* high. Can you replicate that?

    It's just simply easier to use a pre-made HRTF implementation like dearVR or one of these

    https://docs.google.com/spreadsheet...SUL5SlWSDGZBhnDXg4RqD_0B8_QXINTYr_U6p/pubhtml

    BTW, delay is also involved

    See also
    https://en.wikipedia.org/wiki/Head-related_transfer_function
    https://audiosex.pro/threads/rememer-pogo-and-his-incredibly-immersive-sound-experience.20787/
    https://audiosex.pro/threads/how-do-i-change-the-vertical-position-of-instruments-in-my-mix.30809/

    It's implied you're using headphones.

    Basically all your advice is using reverb.(& Please use the Edit button instead of tripple posting).

    The sense of "depth" in EDM & Pop isn't the same as "depth" as in VR, because most conventional reverb doesn't really care about position (especially not above & behind), and will simply collapse to a thin 1D line on headphones because the captured IRs have nothing to do with your head. Obtw, VR doesn't use the 'depth' terminology.

    You need SPECIAL IRs. You need HRIRs. Measured using real heads, or dummy heads.

    like this

    [​IMG]

    Here are 8 IRs - cube directions https://github.com/google/spatial-media/tree/master/spatial-audio/raw-symmetric-cube-hrirs (IRs used for YT360), or try the DFC IRs for KEMAR https://www.york.ac.uk/sadie-project/binaural.html

    If applying IRs sounds like too much work, you can bus it, or use one of the HRTF VSTs listed above.

    Back to the OP: Can you make audio sound 3D with EQ? You can try, but it's easier with IR or VST,
     
    Last edited: Dec 7, 2017
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