We specialise in immersive, binaural sound sensation. In a time where more and more people watch and listen to content over headphones, we see 3D audio as the new stereo, with nearly every production benefiting from a 3D mix. Whether you work in film, video, gaming, radio or music, 3D mixing opens new sonic doors. For anyone who watches a movie or music video or games in 3D over headphones it’s hard to ever go back to normal stereo again. But just like the transition from mono to stereo meant a big change in the way mixes were engineered, 3D is no different: you need to rethink your sound plan, and that’s where we excel. With one of the deepest knowledge platforms in the industry, we know the score for producing the best 3D audio possible.
A normal stereo mix primarily relies upon relative volumes to position and move sounds around, while our 3D engine uses many more subtle and complex cues that will greatly improve the feeling of ‘being there’. Any change in position will not only result in a change of relative volumes, but also in frequency, phase, pitch and reflections behaviour. With Timber 3D you can mix any video or audio production, while game, AR and VR applications can send listener and sound source coordinates directly to our engine.
Our 3D engine consists of a customised HRTF engine combined with a sophisticated reflections engine that calculates the true reflections based on the current position and rotation of both the source and listener and the size and shape and materials of the room. We combine this with other so important cues such as pitch to create a high quality, realistic cinematic audio experience. On top of that we use custom processing that eliminates the sonic side effects associated with the use of HRTFs. This way we can ensure the audio stays crisp and clean and compatible with speaker systems.
HRTF stands for ‘head related transfer function’. We know from which direction a sound is coming because of differences in timing (phase) between our left and right ear, differences in frequency and differences in level(volume). In a normal stereo mix only level is used to simulate the position of a sound. An HRTF set is a set of measurements taken from different angles which describe how the timing, frequency and level change depending on the position the sound has in relation to the position of our ears. By applying these HRTFs to a sound you mimic the position of the sound because the HRTF will apply the needed changes in frequency, timing and level.
• Listener: Azimuth L/R/Front/Back, elevation
• Sound sources: Azimuth L/R/Front/Back, elevation
• Listener yaw (horizontal plane) and pitch (vertical plane)
• Room modelling
• Early reflections based on current position and rotation of source and listener in relation to room
• Adjustable direct sound roll-off
• Adjustable reflections roll-off
• Doppler in movement
• Multiple HRTF sets
• Filters for different reflections characters
• Additional extra filters for realistic behaviour of a wide range of sounds and rooms
• Directional sound source (yaw)
• Head tracking
• Minimal latency
• Cinematic 3D Sound ®
One of the problems associated with the use of HRTFs is the degradation of sound quality – in particular the crispness, definition, and low end.
We solved this problem and you’ll notice that our engine truly gives you the feeling of being there, without diminishing the original sound quality.
The Timber 3D technology is fully compatible with all major hardware platforms and peripherals, as well as with the most popular game engines.
The resulting designs provide real time movement and rotation of both the listener and multiple (directional) sound sources.
For film, video, radio or audio books, you do not need to worry about platform compatibility or real time interaction. All Timber 3D mixes play back in all stereo outputs, and do so without the need of any type of decoder installed in the player. Just simple stereo hardware does the trick.