THX Spatial Creator Manual
THX Spatial Creator Manual
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
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
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
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
MASTER PARAMETERS
The Master section contains metering and controls dedicated to the input and output signals of the
plugin.
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.
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.
Master Gain controls the final output level of the binauralized signal leaving the plugin. This control
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
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.