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In the bus HDR tab you can define the HDR behavior and properties for the current bus.
Each HDR bus maintains an HDR window, whose position and width is defined by the level of the loudest sound at any moment, and the project's volume threshold respectively. Please refer to the Project Settings for more information about the project's Volume Threshold. The behavior of the HDR window may be edited in the HDR tab of each HDR bus. There are two sets of controls; those that affect the behavior of the window with regard to levels (gain computer), and those that affect it with regard to time (ballistics).
Refer to Understanding HDR for more details.
General | |||||||
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Interface Element |
Description |
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Name |
The name of the object. |
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Notes |
Any additional information about the object properties. |
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Controls the Mute and Solo states for the object and shows the implicit mute and solo states for the object. Muting an object silences this object for the current monitoring session. Soloing an object silences all the other objects in the project except this one. A bold M or S indicates that the Mute or Solo state has been explicitly set for the object. A non-bold M or S with faded color indicates that the object's Mute or Solo state was implicitly set from another object's state. Muting an object implicitly mutes the descendant objects. Soloing an object implicitly mutes the sibling objects and implicitly solos the descendant and ancestor objects.
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HDR | |
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Interface Element |
Description |
Enable HDR |
Defines if the bus has HDR enabled. Refer to Using HDR for more details. |
Dynamics | |
Threshold |
Defines the minimum input level, in dB, above which the HDR window may slide. Refer to Working with the HDR Threshold for more details. |
Ratio |
This control behaves similarly to the ratio control in an audio compressor. It is a measure of how close the HDR window follows peaks. At very large values, the HDR window follows peaks closely, so that two sounds, one peaking at 20 dB and the other peaking at 40 dB above threshold, come out at the same level of 0 dBFS, as long as they are not played at the same time. The difference between the two is that the latter will result in an attenuation of -20 dB to sounds below threshold, while the former will result in an attenuation of -40 dB. At lower ratios, say 4, a sound peaking at +20 dB comes out at +5 dB while a sound peaking at +40 dB comes out at +10 dB. The attenuation that results on sounds below threshold is -15 dB and -30 dB respectively. Using lower ratios is therefore useful in order to gain back "global" dynamic range for sounds above threshold that is otherwise taken away by the HDR system. The drawback is that sounds may peak above threshold, so you need to keep sufficient headroom after the HDR bus in order to avoid clipping. Refer to Working with the HDR Ratio for more details. |
Release Time |
Defines the rate at which the HDR window falls back to rest when the target is below the current value. In Linear Mode (see below), it is the time in seconds it takes to drop by approximately 10 decibels. In Exponential Mode, it is the time in seconds it takes to reach approximately 0.37 (1/e) of the difference between the target and the current value. Refer to Working with HDR Ballistics for more details. |
Release Mode |
Defines the behavior when the window releases to a lower value. In Linear Mode, the window top moves linearly in the dB scale (that is, exponentially in the linear scale). In Exponential Mode, it moves exponentially in the dB scale. The speed at which it does depends on the Release Time (see above). Refer to Working with HDR Ballistics for more details. |
Window Top Output Game Parameter | |
[>>] (Game Parameter selector) |
Defines the Game Parameter that will receive the HDR window position. Refer to Using the HDR Window as an Input Variable for more details. |
Min |
Defines the minimum value (in decibels) that can be set on the Game Parameter. |
Max |
Defines the maximum value (in decibels) that can be set on the Game Parameter. |
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