Dolby Atmos podcast

When thinking about an issue that really brings multiple challenges, and opportunities at the same time, to pro audio professionals the Dolby Atmos definitely takes the lead.

Dolby Atmos and immersive sound were themes very often highlighted by music producers and engineers. But what the heck is it exactly? What is the minimal setup requirement to run a studio project? What is the object-based audio?
And last but not least: what importance headphones have in the whole process?
Matteo Marciano podcast
You can now listen to and watch the Ollo’s very first podcast episode dedicated to the Dolby Atmos and object-based sound.

Rok invited two special guests to cooperate and cut this huge topic into pieces.

John Escobar

John Escobar is an immersive mixing expert awarded many times as a music producer and engineer working with major entertainment companies (such as Walt Disney Pictures, Warner Music, Universal) and many world-famous artists (Ryan Lewis, Joshua Bell, Fences). He's also an educator and currently teaches at Berklee College of Music.

Matteo Marciano 

Matteo Marciano - a Multi-Platinum mixer, composer, engineer who worked with 2Cellos, Jacopo Volpe, Chetty to name a few. His work can also be heard in music productions such as Frozen, Fifty Shades of Gray, Despicable Me 2, John Wick, etc. Matteo also works as an Assistant Professor at the New York University of Abu Dhabi.⁠

The change of scale: consumer versus pro systems

If you think about moving objects and moving sounds from a channel base point, from speaker to speaker, the bigger challenge for audio engineers was how well that panning movement would translate on a larger scale based system due to the fact that right now we moved from being channel base to object based. First and foremost, it makes it possible for us to mix things in a completely different perspective.“ Matteo says.

Nowadays, the listeners can enjoy music and sounds in an entirely different way what allows producers to be more and more creative and go much deeper into details when generating the sound. They can actually pick and choose where they want the sounds to be.

Can’t forget about the industry itself which is kind of educating people to really enjoy music, listen to it more carefully and made from music a background for their daily life.

Headphones play their part in a game

And so the immersive sound takes over the reins in this industry where the headphones play a very important role in listening to such productions. As John said about his general habits when producing the sound:

A lot of times I actually prefer to do it that way around anyway, you know, sort of to start in headphones, because the reality is that most of my consumers, I assume, are going to be in some form of headphone based system on a phone, on or whatever.

And so I want to make sure that my mics, first and foremost, actually translates to that format. And then I upscale or I check it in a speaker system. So I think that's maybe one of the reasons that Dolby is becoming such a predominant player in the market (…) Maybe not everybody has a great set of headphones, but everybody (on the planet) has a set of headphones (…) and 70 percent of our worldwide population has some kind of a smartphone device that will effectively be able to stream one of the services that is now delivering Dolby Atmos.



We’re proud to had a chance to prepare the podcast series in cooperation with the Headliner Magazine so you can listen to it on their pages, as well.