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Hands-on experience with Spatial Audio for Apple Immersive Video | Meet with Apple
Apple Developer· 2025-12-10 00:01
Spatial Audio Design Principles - Immersive audio design should account for the entire visual frame, as viewers can explore different areas and focus on mini-stories within the scene [1][2][5][6] - Spatial audio should consider the sonic world behind the viewer, utilizing equirectangular representations to place sounds accurately in 360-degree space [7][8][9][10] - Headlocked stereo is suitable for elements like voiceover and narration, where the sound should remain constant relative to the viewer's ears, rather than being spatialized within the scene [12][13][14][15][42][43][44] DaVinci Resolve Fairlight Integration - DaVinci Resolve integrates editing, color correction, and Fairlight audio post-production, enabling a collaborative workflow without data exchange between pages [17][18] - Fairlight offers standard DAW tools, including faders, spatial panners (azimuth, elevation, Cartesian view), built-in EQ, dynamics processors (compressor, gate, limiter), and bus routing [18][19][20][21][22] - Fairlight supports ASAF (Apple Spatial Audio Format) master bus output, allowing for mixing in binaural, stereo, or speaker system configurations, optimized for the listening environment [23][24][25][26] - Buses can be set up in Fairlight to route audio signals to different destinations, including ambisonic formats for Apple Immersive Video [27][28] ASAF Workflow and Features - ASAF and ambisonics enable realistic positioning of sounds in the sound field, such as placing stereo sounds in the upper canopy of trees [37][38] - Headlocking in Fairlight can be achieved by routing a track to the main ASAF output, selecting the track, and enabling the headlocked option in the inspector [43] - DaVinci Resolve Fairlight's IntelliTrack, an AI-based tracker, automates complex pan moves by tracking objects in the video, saving time for audio engineers [52][53][54][55][56] Project Setup and Delivery - Apple Immersive Audio requires DaVinci Resolve Studio (the paid version) and enabling Apple Spatial Audio in the Video and Audio I/O preferences [57][58] - Final output for Vision Pro or master files can be delivered through the Deliver page, with options for Vision Pro Review or creating a master file bundle [58][59]
Hands-on experience with visual effects for Apple Immersive Video | Meet with Apple
Apple Developer· 2025-12-09 22:29
Immersive VFX Challenges & Solutions - Immersive VFX is more complex than traditional VFX due to stereo lenses, high frame rates (90 fps), and 8K resolution per eye [2] - Even simple VFX elements can have a significant impact in immersive environments if executed well [3] - Previsualization in 180 degrees is crucial for planning various aspects of production, potentially justifying budget through cost savings [4][5] - Data capture on set (HDRIs, photogrammetry, LiDAR scans, etc) is essential for adding elements, cleanup, and ensuring spatial awareness in stereo [6][7] - Camera tracking accuracy is critical due to the realistic stereoscopic depth in immersive experiences [9] - Reviewing VFX work in Apple Vision Pro is necessary at all stages to avoid discrepancies between 2D monitors and the final immersive output [10] DaVinci Resolve/Fusion Workflow for Immersive Video - DaVinci Resolve's Fusion tab offers tools for immersive VFX, including Immersive Patcher, LatLong Patcher, and Panomap [15][18] - The Immersive Patcher converts lens space images to rectilinear images for easier paint and compositing work, with adjustable angle of view [20][21] - The Panomap tool converts between different formats, such as immersive to lat-long, useful for stabilization and CG render mapping [23][24] - Fusion allows previewing work in the Apple Vision Pro headset by combining left and right eyes into layers using a combiner node [26][27] - DaVinci Resolve can pass through the ILPD metadata into EXRs, maintaining camera information throughout the VFX pipeline [74] - Spherical Stabilizer in Fusion can stabilize shaky camera footage by converting immersive space to lat-long space [86][87]