The three effects in this package take full advantage of Yamaha's remarkable iSSP (Interactive Spatial Sound Processing) technology to deliver precisely-controllable spatial processing capabilities that are particularly suited to cinema or television sound post-production and mixing facilities. All effects are applicable to a range of surround formats, providing unprecedented precision in matching visual motion with sound, and vast creative control for the creation of fantastic sonic environments. The Surround Post Package effects are compatible with DM2000VCM(V2), DM1000V2 and 02R96V2 Yamaha Digital mixing Consoles, and can be controlled directly from the console's joystick.
• iSSP Technology
iSSP technology is the key to the DM2000VCM's incredible selection of surround post-production effects.
iSSP stands for "Interactive Spatial Sound Processing," and is Yamaha's original new spatial sound effect system. Designed through extensive research and exhaustive testing, this technology offers unparalleled reality, operability and originality for surround processing applications. It delivers unprecedented sound-field positioning precision and versatility, as well as realistic sound source movement effects with simple operation that allows simulations of an almost unlimited variety of spatial environments.
• Room ER
Room ER is capable of simulating the acoustic properties of a room of about 30 meters in length, with accurate reproduction of the direct sound and early reflections as affected by distance from the source, source motion, speed of motion, and room surface characteristics. This effect is ideal for placing a mono source in a precisely controllable surround environment.
As it's name implies, Room ER is basically a room simulation that allows a monaural source to be positioned and moved within a simulated room. This can be useful, for example, to process a speaker moving away from the viewer in a movie or video scene. The sonic effects of the speaker moving away, turning to face the viewer, and moving back toward the viewer can be reproduced with remarkable precision. In addition to surround applications, this same effect can also be used to add a sense of depth to stereo music tracks, or to realistically simulate the effect of performers moving around the stage.
• Auto Doppler
Perhaps the most common example of the Doppler effect is the change in pitch of an ambulance siren as it moves toward and then away from the listener. Auto Doppler effectively simulates this effect in a wide variety of scenarios. In addition to objects moving linearly past the listener, Auto Doppler can recreate the effect of objects moving toward and then away from the listener, for example, with precise speed and distance control. Timecode automation is also possible.
Auto Doppler is the ideal effect for simulating motion in a wide variety of situations. Basic point A to point B simulation can be used for the motion of cars crossing a scene, or aircraft taking off or landing at an airport. Point A through point B to point A' simulation is also available, and could be used, for example, in scene of a race car rounding a hairpin bend on a racecourse. Auto Doppler can simulate listener-to-source distances of up to about 1 kilometer, providing more than enough range for a wide variety of processing applications.
• Field Rotation
The Field Rotation effect can be used to rotate or distort the sound field around the listener. The listener can be at the center of rotation, or the listener can be rotated or moved around a sound source. The axis of rotation, amount of movement, distance from the center of rotation, and speed of motion can be specified and controlled manually via a joystick like the one provided on the DM2000 console, or automated as required.
Any scene that involves rotation is a potential application for this effect. Place the viewer on the coffee-cup ride or carousel at an amusement park, add realistic sound motion to a boomerang in flight, UFOs, propellers, anything that spins or follows an elliptical path. This effect will undoubtedly find many uses in 3D video games, too.
The names of programs or menus incorporated in the Add-On Effects are for descriptive purpose only. Reference to product names, trademarks, artists and songs is made for the sole purpose of identifying products and sounds studied for modeling and describing the sound nuances Yamaha attempted to create through use of its proprietary technology. Such reference does not constitute representations that they physically possess equal qualities, and does not imply any cooperation or endorsement by such manufacturers or artists. The products and trademarks are the property of their respective owners.