Headliner has recently been on its own immersive journey with the completion of what is now a certified Dolby Atmos Music Studio at its St. Albans HQ. As the guy who installed it and project managed the build, a whole host of decisions had to be made on what range of work the studio would be geared towards, as well as the scope for future proofing and expansion. The aim was to provide as many options and services as possible in all aspects of music, creation, and post production.
While the analogue side of the studio build was straightforward, the Atmos side tossed us a few curveballs - mainly in the form of Apple’s buggy core audio driver, not to mention its strange, often inaccurate, association with Apple Music’s immersive algorithms, which are essential for reference listening and checking Apple’s own, somewhat compressed, version of your original Dolby render. Needless to say, not all was plain sailing.
It was always the plan to use Dante as the transport protocol simply because we could address any number of devices in a number of spaces. This is because the studio is also housed in the same building as two live performance spaces, as well as having two recording areas of its own.
This is where we discovered that Apple Music would only play 7.1.4 Atmos content through a 16-channel output. So, I had to set up a 16 x 16 channel Dante preset purely for the purpose of playing reference content. A larger channel count and Apple Music would revert to playing Atmos content in 5.1 only. Immersive mixes direct from a DAW via the Dolby Atmos Renderer played back perfectly, whether over a 64 x 64 DVS (Dante Virtual Soundcard) preset or any other multichannel interface for that matter.
We are fortunate enough to have a full complement of Genelec monitors, which came complete with the brand’s GLM software to calibrate everything, so our sweet spot or mix position is as wide and as accurate as possible.