MNTN USER MANUAL. January 2017

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Transcription:

1 MNTN USER MANUAL January 2017

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3 OVERVIEW MNTN is a spatial sound engine that operates as a stand alone application, parallel to your Digital Audio Workstation (DAW). MNTN also serves as global panning interface for positioning and moving of all of your sound objects. Using the MNTN plugin (VST/AU/AAX), you can connect your DAW to MNTN via a multichannel audio interface such as the virtual sound card Soundflower, or any ASIO audio interface (e.g. RME Madiface). You can send as many sound objects from your DAW to MNTN as your audio interface and your computer's processing power allows you to, while the MNTN plugin creates the spatial scene data and sends it to the MNTN engine via local ethernet. Automation data will be handled and stored in your DAW. MNTN processes the spatial scenery of all sound objects onto individual configurations of up to 64 loudspeakers and subwoofers in realtime. In order let MNTN know the spatial position of your physical loudspeakers, you need to create a speaker setup. Your loudspeakers can be directly connected to the output of MNTN.

4 WHAT YOU NEED TO RUN MNTN At the moment, MNTN runs on Mac OS X and is tested on El Capitan. All DAWs supporting VST/AU/AAX plugins should be compatible we have tested Live, Pro Tools & Nuendo. In order to connect your DAW to MNTN, a multichannel interface is required the virtual 64 channel audio interface Soundflower is included in the MNTN installer. You also need a physical audio interface to connect your loudspeakers or headphones to MNTN's outputs. Standard processing power is enough for most cases*. We recommend at least four loudspeakers, but the algorithm also works with two speakers. Instead of using loudspeakers, you can mix on headphones when binaural HRTF processing is enabled. * FOR EXAMPLE, WE HAVE USED 64 SOUND OBJECTS ON 36 OUTPUT CHANNELS WITH A MACBOOK PRO, EARLY 2013, 2,8 GHZ INTEL CORE I7, 16 GB RAM 32 SOUND OBJECTS ON HRTF PROCESSING WITH A MACBOOK AIR, MID 2012, 1,8 GHZ INTEL CORE I5, 4 GB RA

5 INSTALLATION Log in to your MNTN user account, or create one, to download the latest MNTN installer (dmg).

6 VIDEO TUTORIAL: FIRST STEPS TUTORIAL #01 How to connect MNTN to my DAW? In this video, we're going to use Ableton Live to show you how to set up MNTN with your DAW. Watch it here: https://youtu.be/ywncifjbmve.

7 CLOCKING In order to avoid clock drift issues make sure that you always use an aggregate device containing Soundflower 64 and your audio hardware (e.g. built in headphone jack). Go to Spotlight and type in "Audio MIDI Setup. Of course, you can use hardware interfaces capable of correct clocking. If you're aiming for low latency live performances, keep in mind that an aggregate device usually adds some additional latency to your system you might better use synced audio hardware instead of the virtual Soundflower interface.

8 THE MNTN PLUGIN Use the MNTN plugin to connect your DAW to the MNTN stand alone app. The plugin creates scene data for a specific output channel of your DAW. Each DAW output channel requires a separate plugin instance. If you create a session from scratch, the associated audio channel will count up automatically. Of course, you can change the channel manually. Further, it is possible to re-name the sound object, and to set a color. When clicking the checkbox "hide other objects", sound objects from other plugin instances will be hidden. At any time, the object which refers to the current plugin instance, is highlighted with a circle around it.

9 While the plugin only creates and sends scene data, and leaves all the audio processing to the MNTN engine, you can short-cut the MNTN engine with enabling "local stereo processing". With local stereo processing, the panning will be done locally within the plugin instance in this case make sure to route the channel output to the DAW's master channel, and not to the MNTN engine. Finally, a few words about how the panning actually works. Obviously, you can see a two-dimensional surface, and you may wonder how to access the third dimension. We developed a panning concept with two angles: The azimuth (which works 360 horizontally) and the elevation (which works 90 up and down). In the picture above, sound object 01 is in front of you, but not elevated; sound object 02 is 45 left of you, and 45 elevated; and sound object 03 is exactly in the zenith of your loudspeaker configuration.

10 THE ENGINE The engine view enables you to configure and control the MNTN engine. Most important, you can define the input audio interface to get the audio signals from your DAW, the sample rate, the buffer size (latency), and the output audio interface to send the audio signals to your loudspeakers. In the depicted situation, we have 3 sound objects getting processed onto 16 loudspeakers. The first row shows the input levels from the three sound objects. The second row shows you the output levels of the speaker channels. On the bottom left, you can load, edit, or create a speaker setup.

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12 CREATING A SPEAKER SETUP For a correct localization of sound objects, you need to inform MNTN about the position of each of your physical loudspeakers you would like to use. Each position is defined in meter by the parameters X (left / right), Y (front / back), and Z (height). In order to match the levels between the different speakers, you can add a positive or negative gain for each channel. For example, this might be the case when you use different types of loudspeakers. In contrast to leveling the gain of the loudspeakers, the acoustical distance of each loudspeaker to the reference point (X=0/Y=0/Z=0) gets automatically compensated so if you use exactly the same type of loudspeakers in your setup, you will not need to manually adjust the gain. The number in the Channel column indicates on which channel of the connected audio interface the corresponding speaker is connected. For the reason of clarity, you can add a description in the Name column. With enabling the checkbox in the woofer column, the channel will be handled as a subwoofer. You can set the cross-over frequency just below the table. After saving the speaker setup to a custom directory on your computer you can directly activate it with clicking the "apply" button, all changes made will be effective instantly.

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14 SPEAKER ATTENUATION & SUBWOOFER ATTENUATION As stated above, the acoustical distance of each loudspeaker to the reference point (X=0/Y=0/Z=0) gets automatically compensated. The attenuation parameter enables you to accentuate or soften this effect. Positive values make closer loudspeakers more attenuated that physically correct, while negative values will soften the effect and closer loudspeakers might appear too loud compared to others in greater distances. BINAURAL HRTF PROCESSING With enabling the HRTF checkbox, you can switch the MNTN algorithm to process the scene spatially onto headphones. "ADVANCED" VIEW Border speaker: The lowest speaker on the outer rim of the speaker setup. Extruded speaker: A virtual extension for the panning algorithm, and the signals panned to those positions are summed up with the next physical loudspeakers above. Reference point: Automatically calculated position of the center of the loudspeaker setup. A sound object placed in the middle of the scene panner will become audible above the reference point.

15 THE SCENE The scene view acts as a global panning interface. Once a project is readily set up, you might stay on this tab for any panning activities. All sound objects are permanently visible. Use the search function to localize a certain sound object when it is difficult to find among dozens of others. The search function work very intuitive: just start to type on your computer keyboard, and the filter will be immediately applied. Later, if you want to change the filter, just start typing again, and the new values will be immediately applied, just like before. Although already described at the plugin part, again a few words about how the panning actually works. Obviously, you can see a twodimensional surface, and you may wonder how to access the third dimension. We developed a panning concept with two angles: The azimuth (which works 360 horizontally) and the elevation (which works 90 up and down). In the picture above, sound object 01 is in front of you, but not elevated; sound object 02 is 45 left of you, and 45 elevated; and sound object 03 is exactly in the zenith of your loudspeaker configuration. Maybe you need a little while to get comfortable with this concept, but it makes 3D panning as most easy as possible.

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17 MANAGE YOUR MNTN LICENSES The license tab gives you an overview of your licenses. You will also find a link to add more licenses, e.g. for more speaker output channels. You can also log out and log in, in case you want to switch to a different user who holds other licenses. Your licenses can have two different states, floating and locked, and here is what it means: FLOATING LICENSES A floating license can be used on different computers (of course, only one computer each time). Each time you start MNTN, our server will be asked whether the license is activated on a another computer. If this is the case, you can transfer the license to the computer you would like to work on. An internet connection is required. LOCKED LICENSES With clicking on the button "Lock Permanently", you can put your license on your computer forever.

18 Thus, the license can not be transferred any more. After permanently locking the license on your computer, no internet connection is required. If there is any question left regarding licensing, please let us know.

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20 THE SMALL PRINT The info tab is well simply an info page. Just take it as a reference in case of a problem that might occur, and you need to contact our support. That's it, nothing more ; ).

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22 All rights reserved. TAUTER interact GmbH. January 11th, 2017. WWW.MNTN.ROCKS