SPAT Mixing Engine
SPAT Revolution mixing engine takes advantage of object-based mixing. Such engines are generally presented in two parts:
- First, there are the objects (called Sources in SPAT Revolution), which contain all the mixing data, such as source position, gain, acoustic behavior, etc. Objects don’t process audio, they’re more like a set of instructions, like a recipe.
- Then you have the decoders, which look at the instructions in the sources, look at which loudspeaker array is connected, and try to make the best of it. In SPAT Revolution, the job of decoding the source metadata is done by Rooms. Rooms are very powerful decoders that can be configured to use many different spatialization techniques, as well as create realistic acoustic simulations.
In the following chapters, we will look at these sources and rooms in detail and discuss all their parameters.