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THX Spatial Creator Manual

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33 views17 pages

THX Spatial Creator Manual

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squidxp
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© © All Rights Reserved
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THX® SPATIAL CREATOR

DAW Plugin User Manual


ABOUT

ABOUT THX® SPATIAL CREATOR DAW PLUGIN


THX Spatial Creator is a DAW plugin for musicians, mix engineers, sound designers, and media
content creators to produce spatial audio mixes, or add spatial audio elements to their content,
rendered in binaural (stereo 2.0) with no special codec or proprietary playback system needed.
Using this plugin gives you the power to create immersive binaural mixes that can be played back
on any device or software that uses audio file formats like WAV, AIFF, MP3, FLAC, etc. To properly
listen to binaural mixes, it’s essential to use headphones or speaker systems capable of binaural
playback. THX Spatial Creator can be used to add immersive, virtual surround sound elements in
virtual acoustic environments using a combination of physics-based HRTF modeling and high-
quality room simulation with spatialized reflections and reverb.

PRODUCT CAPABILITIES AND BENEFITS


THX Spatial Creator accurately renders mono or stereo sound sources into binaural stereo to
deliver a virtual 360-degree surround sound experience with sounds simulated all around you. The
plugin can be used to create stereo binaural audio mixes for music and video, or binaural sound-
beds for use in video games or other interactive media. THX Spatial Creator can simulate many
different room and acoustic environments that can be used to create a unique listening experience
that mimics the real world. Adding THX Spatial Audio elements to speech (podcasts, movies,
audiobooks) can create a more natural listening experience that makes the listener feel more
connected with the speaker.

COMPATIBILITY
AAX (ProTools Mac & PC), AU (Mac), and VST3 (Mac & PC) format
Apple Intel and Native Silicon, PC (x64-compatible CPU
OSX 10.14 (Mojave) or greater, Windows 10 and 11

DAW Plugin User Manual

Last updated: Oct. 6, 2023

©2023 THX Ltd. All rights reserved.


QUICK GUIDE

Thinking of skipping the manual? Here are some quick and important tips to help you dive in

with confidence.

LISTENING EXPERIENCE:

THX Spatial Creator is a binaural rendering plugin so be sure to wear headphones to ensure the

proper experience.

Make sure your headphones are correctly on the left and right ears

Be careful about listening at high volumes for too long. Practice safe hearing techniques to

prevent fatigue or hearing damage!

STANDARD QUALITY vs HIGH QUALITY PROCESSING:

There are two modes to process the signal: Standard Quality (SQ) and High Quality (HQ)

renderin

High Quality has very accurate room reflections that are precisely calculated by the dimensions

of the room. This means that every time the sound source position changes, the reflections will

be recalculated. This recalculation briefly mutes the audio and is therefore not recommended

for moving sound sources. For moving sound sources, it is recommended to use the Standard

Quality processing mode which uses a more computationally efficient method for room

reflections

When using the motion feature, it will automatically switch to SQ mode.

MOVING THE SOUND SOURCE POSITION:

If you want to quickly move the sound position around, choose a Camera view (3D, Side, Front, or

Top) and then grab the Gizmo widget and drag around the sound. By grabbing and moving

different arrows of the Gizmo, you can move things in one plane at a time or fully in 3D.

Last updated: Oct. 6, 2023

©2023 THX Ltd. All rights reserved.


When in 3D Camera view, click in the Camera window with the Alt key held down and then with
the mouse, re-orient the camera position
Use the scroll wheel on the mouse to zoom in and out smoothly.

MOTION FEATURE IS QUICKER THAN AUTOMATION:


If you’re interested in moving your sound source around to create unique movements, normally
you’d have to automate these parameters. Instead of using complicated automation, enable the
Motion feature to quickly choose basic sound movements and quickly dial in the sound you
want, instantly adding dynamism to your mix!

DISTANCE AND ROOM DIMENSIONS:


The sound source position can never be beyond the room dimensions so you will see the plugin
adjust the Distance or Distance Scaler value to always have the source position be within the
active room dimensions. When using the Motion feature, the plugin will also clamp the
maximum distance in the same manner.

DISTANCE AND AUTOMATION:


If you’ve automated the distance value but want to quickly change the distance to a new value
without having to edit or recreate the automation, use the Distance Scaler knob to bring the
distance closer or farther away. This lets you dial in the best sounding distance without having
to alter the automation.

AUTOMATION:
Due to the nature of binaural processing, where many elements of the spatial audio process are
not interpolated or cannot be changed without refactoring complex room reflections or other
binaural calculations, some parameters will not be automatable.

Note: The following parameter controls cannot be automated: HRTF Standard and High
Quality, Room dimensions (width, length, height), independent wall reflection values,
Distance Scaler, and the two high shelf filter controls. All of the gain and source position
values are automatable, smoothly interpolated, and will be free of audio artifacts.

Depending on what DAW you’re using, the list of automatable parameters differ
The VST3 and AAX plugins only expose automatable parameters to the DAW whereas AU
exposes all parameters including UI buttons.
When using the AU plugin, be sure to limit automation to only the allowed parameters to limit
issues when using the plugin.

Last updated: Oct. 6, 2023

©2023 THX Ltd. All rights reserved.


The three positional values for Spherical and Cartesian modes are linked together. Even though
the plugin UI only shows one mode at a time, behind the scenes both A,E,D and X,Y,Z values are
being set. If you automate A,E,D (Azimuth, Elevation, Distance) parameters, some DAWs will
automatically record the connected X,Y,Z values. The result of this is upon playback both A,E,D
and X,Y,Z values will be sent to the plugin resulting in “fighting” between the controls. It’s
advisable to simply remove/delete the X,Y,Z automation lanes so that solely the A,E,D values are
controlling the plugin.

Automating spherical values behind the head. While X,Y,Z positional values can be smoothly
automated in all 360-degrees around the center listening position, automating the source
position behind the head using Spherical A, E, D controls can introduce an issue when crossing
the +180 degree/-180-degree position. The resulting automating has to “flip” from one side to
the other yielding a visual UI issue and resulting audio processing artifact during this transition.
To smoothly move the sound source behind the head and automate this, use the Motion feature
or automate solely using Cartesian X, Y, Z positions.

Last updated: Oct. 6, 2023

©2023 THX Ltd. All rights reserved.


TABLE OF CONTENTS

SECTION 1: INTRODUCTION AND THX SPATIAL AUDIO® OVERVIEW ...........................................


7

SECTION 2: CAMERA VIEWS AND CONTROLS ............................................................................


8

SECTION 2.1: CAMERA WINDOW .............................................................................................


8

SECTION 2.2: VIEW CONTROLS ...............................................................................................


9

SECTION 2.3: ZOOM CONTROLS .............................................................................................


9

SECTION 2.4: DISTANCE SCALER ............................................................................................


9

SECTION 3: SOURCE PARAMETERS ..........................................................................................


10

SECTION 3.1: SPHERICAL ......................................................................................................
 10

SECTION 3.1.1: AZIMUTH .....................................................................................................


10

SECTION 3.1.2: ELEVATION ..................................................................................................


10

SECTION 3.1.3: DISTANCE ....................................................................................................


10
SECTION 3.2: CARTESIAN ......................................................................................................
11

SECTION 3.3: MOTION ..........................................................................................................


11

SECTION 4: MOTION ...............................................................................................................


12

SECTION 4.1: PRESET ...........................................................................................................


12

SECTION 4.2: RUN ................................................................................................................


12

SECTION 4.3: FLIP ................................................................................................................


12

SECTION 4.4: SPEED .............................................................................................................


13

SECTION 4.5: SCALER ...........................................................................................................


13

SECTION 5: ACOUSTIC PARAMETERS ........................................................................................


14

SECTION 5.1: HRTF ...............................................................................................................


14

SECTION 5.2: SIZE ................................................................................................................


15

SECTION 5.3: ROOM .............................................................................................................


15

SECTION 5.4: FILTER .............................................................................................................


15

SECTION 6: MASTER PARAMETERS ..........................................................................................


16

SECTION 6.1: METER ............................................................................................................


16

SECTION 6.2: INPUT BALANCE ...............................................................................................


16

SECTION 6.3: MASTER GAIN ...................................................................................................


16

SECTION 6.4: TREBLE & BASS BOOST ...................................................................................... 16

DAW Plugin User Manual

Last updated: Oct. 6, 2023

©2023 THX Ltd. All rights reserved.


INTRODUCTION AND THX SPATIAL AUDIO® OVERVIEW

THX Spatial Creator, based upon THX Spatial Audio technology, is a professional-grade, high quality
binaural rendering solution to create fully immersive mixes or add spatial audio elements to your
content. Our proprietary rendering engine uses accurate, physics-based processing utilizing both
direct path HRTF, wall reflections, and virtual room simulations to create a myriad of acoustic
environments.

The optimal way to create a high-quality binaural mix is to individually process each of the tracks in
your mix using a single instance of the plugin. You can place the plugin on an individual channel, or
an entire buss, either mono or stereo, but note that the signal is downmixed to mono so that the
sound source can be placed in a discrete location in space. If you want to preserve stereo files to
simulate virtual speakers in space (left and right, front and back, etc.), convert your stereo track
into two mono files for individual processing, or duplicate your stereo track and use the Input
Balance control to select the two sides of the stereo channel you want to process.

More information on this topic can be found in the Input Balance section.

Note: THX Spatial Creator does not support Ambisonics and multichannel inputs.
To get started quickly, choose a factory preset or load a room preset on the Size/Acoustic
Parameters panel. Choosing a preset will load up different sized rooms, a variety of wall reflections
settings, how loud the room reflections/reverb is, and other characteristics of the acoustic
environment. Then you can customize using the controls to further dial in the sound you want. Use
the Spherical or Cartesian control to move the sound position to a new location or grab the Gizmo
in the Camera window to easily move the sound position to a new location in space.

If you are using the plugin on a track where you don’t need to have the sound source moving,
choose High Quality rendering in the HRTF/Acoustic Parameters panel; otherwise select Standard
Quality if you will be automating the motion of the sound source.

Lastly, if you want to quickly set up simple sound source movement, without recording or editing
DAW automation, select the Motion/Source Parameters panel to choose from basic motion presets.
Here you can quickly load basic motions like around your head, left to right, front to back, with
intuitive controls over speed and direction. See the Motion Section for more details on this feature.

DAW Plugin User Manual

Last updated: Oct. 6, 2023

©2023 THX Ltd. All rights reserved.


CAMERA VIEWS AND CONTROLS

The Camera view and related UI lets you visualize and easily control the placement of the sound
source and lets you understand its positional relationship to the center listener position. The head
icon at the center is what you hear in your headphones with the sound source position being
binauralized to accurately hear the sound from that virtual position in space.

Camera View & Controls

SECTION 2.1: CAMERA WINDOW


This window is the main view of the virtual space, letting you visualize the position of the sound
source in relation to the center listener position. Depending on what view setting and the zoom
state, you can understand the size of the room and the sound source position within that space.
With your mouse positioned anywhere over the plugin window, you can use the mouse wheel to
smoothly zoom in and out. While in 3D view, if you place your mouse pointer in the Camera View
window and hold down the alt key, you can rotate the room around in various ways.

The blue grid lines on the wall will let you know the size of each gridline is as you zoom in and out.

To move the sound source position, grab the center of the Gizmo or the three axis arrows to move

DAW Plugin User Manual


the sound position location in 3D space or on 2D planes. Depending on whether you’re viewing the
Spherical or Cartesian panel to the left, you’ll see those values updating based on where you move
the sound position to.

Last updated: Oct. 6, 2023

©2023 THX Ltd. All rights reserved.


SECTION 2.2: VIEW CONTROLS
Select one of these views to best see the room dimensions, position of the sound source, and
center listener position.

Note: When the Motion feature is active, the default View state will be Top as the sound
source motion is aligned on the azimuth axis and the Top view is best to visualize this.

SECTION 2.3: ZOOM CONTROLS


Use the + and – buttons to zoom the camera in and out based on fixed distances. Use the center
Snap button to reposition the camera view back to its default state. This button is most handy
when in 3D view and you need to reorient the camera back to its default position.

SECTION 2.4: DISTANCE SCALER


This parameter is unique because it doesn’t directly have to do with camera controls but is closely
associated with the Distance parameter found in the Source Parameters panel. Normally, this
control is set to its default 1.00x state meaning that the Distance value is not being modified. By
lowering or raising the scaler value, you can nudge the sound source position closer or farther
away from the listener position, all without having to change the Distance value.

This function is most useful when the Distance value is automated by your DAW, but you still want
some control over how far or close the sound source is. For instance, a common automation usage
would be to move the sound source around to create an interesting panning or spatial movement
effect, which would include automating the Distance value. Then, with that automation in place, if
you wanted to adjust the sound source distance just a bit, you could utilize the Distance Scaler to
make this change, all without having to re-record or edit the Distance automation values.

Because the distance scaler is mathematically adjusting the Distance value, and the Distance value
cannot go below 1m or outside the walls themselves, both the Distance value and Distance Scaler
value will clamp based on room dimensions.

DAW Plugin User Manual

Last updated: Oct. 6, 2023

©2023 THX Ltd. All rights reserved.


SOURCE PARAMETERS

This section describes the three main sets of controls for the positional location of the sound
source: Spherical, Cartesian, and Motion. These controls are the primary way you can position the
sound source within the virtual room. Spherical and Cartesian features give you controls to set a
single position in 3D space, while the Motion feature offers the ability to animate and move the
sound source position, with presets for the animation type as well as controls for how fast the
sound source moves, which direction it moves, and other relevant controls.

SECTION 3.1: SPHERICAL


With Spherical controls selected, the sound source position in 3D space is described in degrees for
its position on the horizontal azimuth plane around the head and its elevation position above or
below the head. The third control is distance which is represented in meters and controls how close
or far the sound source is from the central listening position.

AZIMUTH
The range of the azimuth control is -180 degrees to +180 degrees around you on the
horizontal plane. Azimuth is the same as the X control in Cartesian mode.

ELEVATION
The range of the elevation control is -90 degrees to +90 degrees above or below the
listener position. Elevation is the same as the Y control in Cartesian mode.
DISTANCE
The range of the distance control is 1 meter to approximately 21 meters. The distance
range is never smaller than 1 meter and the maximum distance is determined by the
dimensions of the virtual room. The sound source can never be outside the walls of the
room. Distance is the same as the Z control in Cartesian mode. 

Note: If the Distance Scaler is being used, and has a value other than 1.00 x, you’ll see the
Distance value turn red. This is a reminder that some other control is affecting the distance
value which is being multiplied by the Distance Scaler value.

Last updated: Oct. 6, 2023

©2023 THX Ltd. All rights reserved.


SECTION 3.2: CARTESIAN
Similar to the Spherical controls, Cartesian coordinates are an alternate way to describe a position
in 3D space, using X, Y, and Z positions, determined in meters. X is the left to right control on the
horizontal azimuth plane, Z is the forward to backward control, and Y is the elevation control for
placing the sound source above or below the listener position. 

Note: When changing the Distance Scaler value, you are affecting the distance your
sound source in Cartesian positional values. If Distance Scaler is being used, and has a
value other than 1.00 x, you’ll see the 3 Cartesian values turn red. This is a reminder that
some other control is affecting their positions which is being multiplied by the Distance
Scaler value.
SECTION 3.3: MOTION
If you’re interested in moving your sound source around to create unique movements, normally
you’d have to automate these parameters in other DAW plugins. Instead of using complicated
automation, THX Spatial Creator enables the Motion feature to quickly choose basic sound
movements and quickly dial in the sound you want. See section four for more details on Motion
controls.

DAW Plugin User Manual

Last updated: Oct. 6, 2023

©2023 THX Ltd. All rights reserved.


MOTION

The Motion feature is a unique and efficient way to quickly add dynamic motion to your sound
source position to create interesting spatial audio effects. Some examples would be moving a
sound source slowly around your head, having your track move forward and backward, or other
more complex motions. Normally, to create these effects, you would need to record and edit
complex automation values for the X, Y, and X coordinates. With the Motion feature, you can bypass
those tasks and instantly add some motion to your spatial audio mixes. 

Note: When using the Motion feature, several controls of the plugin may reset and be
overridden. If you had your sound source in a specific location, it will be moved in space
to be on one of the preset motion patterns. These patterns are only on the azimuth
plane, so if your source position had any elevation value, this will be moved down to the
horizontal plane. Additionally, HRTF Quality mode will be set to Standard, the camera
view will be set to Top view, and the Distance Scaler value will be set back to 1.00x. The
rest of your spatial audio parameters (size, room, filter, master) will be retained and
unaffected.

SECTION 4.1: PRESET


Using this pull-down menu, you can select different pre-configured patterns to choose from. The
sound source will automatically follow these preset patterns, like a circle or oval around your head,
or left-to-right or front-to-back auto-panning.
SECTION 4.2: RUN
The Run control lets you manually start and stop the Motion feature. When automating this
parameter you can create more interesting motion effects, where sometimes the sound source is
static and other times actively moving.
SECTION 4.3: FLIP
The Flip control lets you decide which direction the motion pattern will follow. For instance, use
this control to have the sound move clockwise around your head rather than counterclockwise.

Last updated: Oct. 6, 2023

©2023 THX Ltd. All rights reserved.


SECTION 4.4: SPEED
The Speed control determines how fast or slow the sound sources travel on the preset Motion path.
For faster movement, use speeds to the left-side of the knob, and for slower speeds turn the knob
clockwise for more gradual movement.

SECTION 4.5: SCALER


The Scaler control gives you quick access to the relative size of the animation. For instance, a
larger Scaler value will have the sound source farther away from the listener position as it
animates.

Note: The motion feature may become inactive in some DAWs if the track is muted or if
the DAW playback is stopped. This is normal as the Motion will resume once unmuted or
playback has resumed.

Last updated: Oct. 6, 2023

©2023 THX Ltd. All rights reserved.


ACOUSTIC PARAMETERS

This section describes the four sets of controls for the acoustic parameters: HRTF, Size, Room, and
Filter. These controls allow for customization and fine-tuning of the virtual room, gain controls,
room presets, and tonal characteristics of the spatialized content.

SECTION 5.1: HRTF


On this panel you can access and control two important elements of the HRTF. This can also be
thought of as the “direct path” controls for how the audio reaches the listener position before room
acoustics and reflections are factored in.

The HRTF Gain control allows you to raise and lower the gain of the direct path signal processed
through the HRTF. Use this control to add more or less direct path signal compared to the virtual
room and reflections.

The High and Standard Quality buttons are used for different purposes. If the source position
moves, use Standard Quality. If the position does not move, use High Quality mode, which when
selected, performs real-time reflections calculations to accurately and optimally represent the
room acoustics; this should be used when your sound source is statically placed within the room
and not moving around. Each time the sound source is moved, either manually or by automation,
the reflections must be recalculated and may cause a brief mute in the audio while this update is
performed. Standard Quality, on the other hand, does not perform real-time reflections
calculations and is optimal when you want your sound source to move dynamically around the
scene during playback.

Note: When Motion feature is enabled, Standard Quality playback is automatically


selected as the sound source will be moving around. If Motion feature is disabled,
Standard Quality mode will still be active and will not go back to the state it was in prior
to the Motion feature being used.

Last updated: Oct. 6, 2023

©2023 THX Ltd. All rights reserved.


SECTION 5.2: SIZE
The Size controls allow you to customize the virtual room dimensions.

The Select Room pull-down menu gives you quick options for various useful types of environments,
from small rooms to mediums and large concert halls.

The Width, Length, and Height controls let you customize the overall size of the virtual room in all
three dimensions. With various Views select, you’ll see the room change accordingly in the Camera
View window. The minimum size can be 2 meters and the maximum size can be 30 meters.

SECTION 5.3: ROOM


The Room controls let you further customize the characteristics of the virtual space.

Room Gain is used to add or decrease the gain of the room and six wall reflections, while leaving
the direct path HRTF signal unaffected.

The six wall controls allow you to change how strong the reflections off each wall are. If you want a
particular wall or walls to have strong, present reflections, increase their gain to taste (above 0.80 is
recommended). If you want a particular wall or walls to have lowered reflections, select lowered
values (below 0.50 is recommended). All six wall levels are controlled by the Room Gain control.

SECTION 5.4: FILTER


The Filter button gives you easy control over a high-shelf EQ to adjust the brightness of the room
and reflections. For brighter sounding spaces, leave the High Shelf Gain unaffected. If warmer or
darker sounding reverberant spaces are desired, lower the Cut Off Frequency value and then begin
reducing the High Shelf Gain value to taste. As the gain decreases, the lower the Cut Off Frequency
and the darker the space will become.

DAW Plugin User Manual

Last updated: Oct. 6, 2023

©2023 THX Ltd. All rights reserved.


MASTER PARAMETERS

MASTER PARAMETERS

The Master section contains metering and controls dedicated to the input and output signals of the

plugin.

SECTION 6.1: METERS

These are input and output meters showing the gain of the audio signal entering the plugin (dry)

and leaving the plugin (binauralized). Be careful to control the incoming signal level to prevent

clipping during the spatial audio process, and that both your input and output levels are not

clipping.

SECTION 6.2: INPUT BALANCE

This control handles the incoming audio signal when instantiated on a stereo track. If the plugin is

placed on a mono track, this control does not do anything. When placed on a stereo track you can

decide what elements of the stereo track get processed. When the fader is hard left or right, you will

only be getting signal from the left or right side of the incoming signal. When the fader is anywhere

between hard left and right, you will be blending the left and right sides based on the position of

the fader. 

N ote: If you have a stereo track and want to simulate virtual left and right speakers for
the left and right sides of that track, you have 2 options. The first is to split your stereo
track into 2 mono tracks and instantiate the THX plugin on both of those tracks. Then
you can place a virtual speaker position using the sound source position controls. The
other option is to leave your stereo track intact with the plugin active, but then
duplicate the track and plugin instance. On the first track, set the Input Balance slider
hard left, and on the other track set the Input Balance hard right. Then you will have
independent control over the sound source placement for the left and right sides of the
stereo track.

SECTION 6.3: MASTER GAIN

Master Gain controls the final output level of the binauralized signal leaving the plugin. This control

gives you up to +6dB of boost and -48dB of cut.

SECTION 6.4: TREBLE & BASS BOOST

Use the Treble Boost and Bass Boost buttons to quickly enable a boost of low frequencies or high

frequencies. These simple EQ adjustments affect the fully spatialized signal. These EQ boosts

happen pre-Master Control gain.

Last updated: Oct. 6, 2023

©2023 THX Ltd. All rights reserved.


For more information on THX, please visit THX.com

For further information about Plugin Alliance, please visit plugin-alliance.com

THX, THX Spatial Creator, THX Spatial Audio and all THX logos are trademarks of THX Ltd. and are the property of THX Ltd., registered in
the U.S. and other countries. THX Spatial Creator includes technology licensed from CEVA Corp. All other trademarks and copyrights are
the property of their respective owners.

Last updated: Oct. 6, 2023

©2023 THX Ltd. All rights reserved.

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