VA Mixing Session - Guitars
The rendering sessions for Track 2 encoded the guitar tracks within the following source array and virtual environment model. The use of sources in each diagonal direction, combined with the two vertical sources has been done to maximise the ray distribution in the upper hemisphere of the listener perspective. The six sources all contain ambisonic components to allow for stereo signals to be outputting from each individual source, generating raycast cues which maintain this stereo image on reflections from surrounding geometry.
To keep all incoming signal cues in the upper hemisphere the listener positioned HRTF gameobject had been inlaid half into the floor, occluding all signal from the lower hemisphere of the soundfield. The output of this render when layered with the original stems adds an acoustic characteristic to the overall timbre from the encoded depth, this resonates frequency bands derived from the raycast room modes occurring within the virtual acoustic space. The transmission and dissipation of signal from simulated air absorption and reflections results in the ITD / ILD which furthers the depth perception of source bonded signals.
In the mix, these encoded guitar layers add a movement within the mid-range frequency range which they span that complements the existing arrangement by providing moving texture and a panoramic image to contrast other elements within the mix. Regarding timbre qualities of the guitar tracks together, the addition of extra harmonics is also apparent.
Track 2 Guitars.wav https://drive.google.com/file/d/1Gm5u7R6NhTnZdAMxMWcpaMpT3rDYadn9/view?usp=share_link