Master’s Thesis Document
Mastering Object-Based Music with an Emphasis on Philosophy and Proper Techniques for Streaming Platforms
Abstract
The immersive medium has been slowly growing in popularity as the technology for consuming immersive media becomes more affordable and mainstream. Streaming services have become the most popular way for people to listen to music. Companies such as Tidal and Amazon music are already starting to showcase object-based immersive music content via Dolby Atmos or Sony 360. New and exciting software tools for creating and mixing object-based audio are emerging for artists and engineers alike. However, modern engineers are at a loss for any technology made for mastering audio objects–the traditional final step in the music creation process. Mastering object-based audio is possible with the current technology; but, it requires a deep understanding of the software’s technical limitations, as well as a concrete philosophy for thinking about immersive audio itself.
Four professional mastering engineers who were currently working with immersive audio content were interviewed. The interviews were centered around each engineer’s techniques and philosophies for working within the medium. They also noted the current aspects of mastering object-based music for streaming services, as well as their biggest issues with the softwares. Three different workflows were derived from the interviews, and a fourth was created by the testing engineer from a synthesis of the others.
In order to test the techniques proposed by the interviewees, each was practiced and utilized to master an immersive piece of music. The testing engineer took detailed notes on the strengths and weaknesses of each technique. Once the four masters were completed, they were shown to an expert panel as a means of further unbiased review. It was found that the each of the techniques were viable ways to master audio-objects. Although, each had their own unique dynamic quality and timbre, as is apparent in any artistic discipline. What was compiled is an evaluation of the cutting-edge object-based mastering techniques, as well as a philosophy for mastering audio-objects in any scenario.