Everything about Pan Law (Panning Law)

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  • Опубликовано: 28 авг 2024
  • Explanatory video about Pan (Panning) Law. It shows the basic principle, how to construct the main functions for creating panning law and it analyses the options for different Digital Audio Workstations (DAWs) and plugins.
    Video produced and narrated by Ian Costabile, more info:
    www.iancostabil...

Комментарии • 22

  • @cometogether420
    @cometogether420 7 лет назад +2

    Perfect explanation and examples help a lot, thanks.

  • @rgarzari
    @rgarzari 6 лет назад

    Very clear explanation, thank you!!

  • @PeterVarsavik
    @PeterVarsavik 6 лет назад +1

    Masterworks,thanks.

  • @yerayns
    @yerayns 6 лет назад

    Thanks, just what I needed.

  • @shaunmaq9404
    @shaunmaq9404 4 года назад

    Thanx ...I didn't andastand a thing ...bt I'll watch more videos ...thats what I usually do...4 to 5 videos will set me straight ...I didn't know abt this bt I'll investigate ...looooool ...

  • @archive3824
    @archive3824 4 года назад

    I'm confused about what you said of perceived loudness at 3:00. From what I was calculating, a point in space at a certain distance from one loudspeaker at 98 decibels, for example, at a certain linear amplitude value entering the loudspeaker would be at the same 98 decibels of sound pressure if there were two loudspeakers at the same distance from this specific point but that were being fed half the electric voltage, thus radiating, each loudspeaker, at 92 decibels and summing acoustically at the specific point to 92+6 = 98 decibels.
    It would seem to me that the half point of the linear panning law, when both loudspeakers are at 0.5 amplitude compared to the 1 amplitude value of hard panning left or right, should give a perceived loudness at a specific listening point of the same intensity as the loudness of two loudspeakers that would have half the voltage being fed to them.
    It seems contradictory to me that we can have the same sound pressure levels at a point, be it with one or two speakers radiating acoustic signals, but have different perceptions of loudness levels. I did notice the drop in level when the panning is placed at half the way of the linear panning function, but the math doesn't seem to add up to me. Are the calculations of this thought incorrect in some way regarding the approach to decibels? Or is there more to the psychoacoustic side of it that I should be aware of? Thank you for the video.

    • @IanCostabile
      @IanCostabile  4 года назад

      At 3:00 I just wanted to make clear that if two loudspeakers have a volume reduction of 50%, the two of them together do no provide the equivalent of 100% to our ears. And that's the issue of linear amplitude that some panning laws try to 'treat'.
      In other words, in a linear scale where we are observing electric voltage levels, two speakers producing 0.5W may add to 1W of power, but our perception of loudness will not make 0.5 + 0.5 = 1. It will be less, because our sense of hearing, in terms of loudness, is not linear. 2W will not present to our ears the double of our sensation of 1W.

  • @zazz.sound.design
    @zazz.sound.design 3 года назад

    I think compromise power law is not equal power.
    Equal power law means L^2 + R^2 = 1.

  • @user-tm7of8bm6l
    @user-tm7of8bm6l 4 года назад

    Did you make this tool using max/msp?

  • @josephjebarajs3550
    @josephjebarajs3550 3 года назад

    Hi... The video was way informative. But Studio One provides some other options like 0 db balance sin/cos and 0 db linear. Can u please clarify this bro. And is it as simple like in the beginning of my project I set the pan law to -3 db at all channels (Coz Studio one doesn't have global pan laws and I should calibrate each channel with a seperate plugin that controls the pan law of that respective channel ) and start to balance my levels to get a static mix or should I take any other thing into consideration ? Thank u so much for this clarifying video bro...

    • @IanCostabile
      @IanCostabile  3 года назад +1

      Hi, as mentioned at the end of the video, some DAW will provide a 0dB law. This implies that there is 0dB in the centre. It's hard to tell how each software operates as they use different algorithms, but it is likely that it will reduce the general amplitude of all sounds in the mix to increase the gain to 0dB without distortion. I'm not familiar with Studio One but providing 0dB linear and 0dB sine also happens in Sonar, as shown in the video.
      I believe the algorithm runs one function (linear or sine) and then applies this extra gain, generating a different curve. I'd need to do some tests to reverse the engineering and get to some conclusion, but I suppose they will have similar results. I wish all the DAW manuals could explain better what they mean with that.
      Nevertheless, if you want the sound in the centre to be louder than the sides, 0dB should be the option for you. But that's rarely the case. If you want to have a conventional mix, stick to -3dB. One more thing, if you are not moving the sound sources (creating automations from left to right, etc) just choose anything, do your mix and it will all be fine. Good luck. :)

    • @josephjebarajs3550
      @josephjebarajs3550 3 года назад

      @@IanCostabile Thanks a lot Ian ❤

  • @0record0
    @0record0 7 лет назад

    Thank you :D I came from logic and wnated to refresh my memory
    I always used -3dB compensated, but it seems like 0 would be a much better thing to choose, isn't it simpler to work with? why isn't it used everywhere by default?

    • @IanCostabile
      @IanCostabile  7 лет назад

      0dB in the centre is the additional gain scale. As explained in the end of the video, this will make the sound louder in the centre and when you pan from side to side it will appear to approach the listener. It creates an interesting effect, but it doesn't make sense to be the standard. The standard is - 3dB (sine or square) because the centre appears to have the same loudness as on the sides. I hope that helps you and thanks for watching!

    • @0record0
      @0record0 7 лет назад

      hmm yes it does, but maybe because we're "taught" to use it this way. If we used 0dB then it would be more natural for us to adjust the volume accordingly Because we always have to do that anyway, probably no one works with normalized recordings. 3dB makes it actually more complicated :)
      Thank you too!

  • @chills2447
    @chills2447 4 года назад

    Hi there
    But crossfade effect can only be done by delaying one channel's signal right?

    • @IanCostabile
      @IanCostabile  4 года назад

      Hi, thanks for commenting! I'm not sure if I understand your question. There are no delays on the signals, only the amplitude changes.

    • @chills2447
      @chills2447 4 года назад

      @@IanCostabile OMG thanks for replying
      Crossfade effect is when we are perceiving both channels with both of our ears using headphones.
      But we also add little delayed audio of left channel to right side of headphone & right channel to left side of headphone.
      This creates a sense of depth(binaural)
      Eg. When we are listening thro' monitor speakers

    • @chills2447
      @chills2447 4 года назад

      At 0:36 you say the increase and decrease of channels is called crossfade

    • @IanCostabile
      @IanCostabile  4 года назад

      @@chills2447 I think that's a different concept of crossfade you are referring to. In general, crossfade only means that when one channel goes up the other goes down...thus the 'cross' and 'fade'. Read on wikipedia: en.wikipedia.org/wiki/Fade_(audio_engineering)#Crossfading
      Or type on Google 'crossfade definition' and you will see that: "crossfade (in sound or film editing) make a picture or sound appear or be heard gradually as another disappears or becomes silent."

    • @chills2447
      @chills2447 4 года назад

      @@IanCostabile Thank you