Alright... I'm trying to understand the general gist of how MirPro3D would be used. I want to bathe in 3D sound.
But here's the thing, I don't have a big physical surround setup. If I want to hear MirPro3D in all of its glory, I will need to use Binaural monitoring. I saw what you said about getting dearVRMonitor, which I will look into, its not cheap at $250. There is also another product for $150, which is also not that cheap, but less: https://www.noisemakers.fr/product/binauralizer-studio/
Too bad MirPro3D couldn't have a stereo binaural monitoring mode (hint hint). But anyway, I'm still a little confused about what I need to do in order to set everything up so that I can compose at home with headphones and hear full 3D sound from MirPro3D.
Please correct me or validate me..I assume I would need to use a surround format in my DAW that supports the Z axis somehow. Digital Performer has 5.1, 7.1 and 10.2. It doesn't have atmosphere yet I don't think or other in betweener formats. So I *THINK*, what I need to do is setup DP as 10.2...and hopefully MirPro3D will recognize that format and provide appropriate OutputFormats to match that. If not I guess I will have to learn about the stuff mentioned below in order to create an appropriate output Format. Right? Then once its coming into DP in that format, then I would use one of those binaural monitoring plugins on my master out to convert it back down from 10.2 to binaural stereo and hear the lovely 3D sound in my headphones...presuming that plugin also supports 10.2.
Am I understanding that process correctly?
I understand I think pretty well how 3rd order ambisonics essentially provides 16 virtual loudspeakers around the sphere...and that all the magic happening in MirPro3D is handled through various ambisonics processing with that level of accuracy.. Fine so far.
The OutputEditor is going to take me a while to understand fully...if ever. I get how you can select each capsule and see the 3D picture showing the virtual mic's spatial response. I got a little lost trying to understand what the "Ambisonics Order Blend" does exactly. Also the virtual loudspeakers that are there, what is the point of defining those if the final output has to get back to whatever the DAW is setup for?
I get how MirPro3D picks up the DAW's current surround setup, and uses that for how it will decode all the ambisonics stuff back to classic multi-channel surround combinations. But the virtual loudspeaker section has more loudspeakers then there are actual outputs...so lost again... also what the coefficients do in any of this or how or why I might want to mess around with creating new ones?.
But I can see how the virtual loudspeakers can be positioned above ear level pointing down at angles, etc... to create a fully 3D listening environment... but how that translates to my DAW's surround setup...or how I might want to tweak any of those things...I need a better explanation.