Yes very curious I'm eager to see what updates they've done under the hood besides all the feature list articles they've been posting up everywhere. So, here's another update on this project. Trying to bounce with even just 1 plugin that has any sort of latency like Ozone 5 maximizer throws everything out of whack. Just 1 simple plugin on the master bus causes havoc on the sync.
After numerous failed attempts to bounce, I disabled all FX and just tried to bounce at 48k/16 bit multichannel wav (I'm assuming Sonar automatically chooses signed 16-bit sub) and left Fast Bounce on. While this did the trick it left me confused as to what exactly is causing sync loss and audio drift. My project is in 96k/24 bit and with the # of plugins active only on the surround busses I'm able to play back the entire project in-sync with my audio driver's buffer size around 1024 (otherwise clicks pops and scratching does start to occur as opposed to just playing out of sync).
- My next logical choice was to try and figure out a way to bounce stem mixes without any bus processing that is essentially bringing the gain and mix together JUST to see if Sonar could indeed render out a print that does line up to the video. Viola, as long as no plugins OR pro-channel modules are enabled everything is in sync. There were only a few tracks (not buses) that had pro-channel modules being used and thus I had to freeze those tracks in order to get the processing chain in proper order.
- I decided to make another bounce of the same bus solo'd with the plugins active on them, but the master chain still disabled, effectively printed a bounce of the mix phase the way it's intended. Dropped that in the video NLE and that syncs up too! I quickly bounced all the stems (each of these were my surround buses: Dialog Master, SFX Master, Ambience Master, Music Master) and started a separate sonar project and appended the title to say "Mux" purely for organization. I brought all the multichannel waves into the new project and checked playback to the preview WMV. Everything plays in sync.
- From here I applied the master FX chain I had saved out from the original project file. At this point all of the stems already have their mix processing baked in, so naturally all that's left to do is master. I bounce out the master and the whole thing yet again comes out of sync EVEN though I'm using the same render setttings mentioned above - 48k/16 bit FAST bounce. The "mux" project is also in the same format. So now i'm confused if the clip timings came out of sync in the baked stem mixes or if it was just the fact that adding a plugin to the master chain can cause audio drift.
- My final option i'm trying right now is to purely go through the mux without processing just to bring the audio together into a single 5.1 mix, and find a way to apply the mastering chain in Sound Forge Pro and see if that does the trick. I just have to be weary before bouncing there are no peaks in the stems that cause the master to pass "digital zero" and go into the red.
My thoughts are that Surround Bridge when handling plugins with latency - due to it creating multiple instances, somehow causes this audio drift. while the feature of being able to bridge stereo plugins for surround use can be really awesome (if I have more time to explore it for creative purposes), clearly it's implementation is something VERY specific, or just plain far too complex for someone to just "get into" and start creating surround mixes right away. This whole thing has put me several days behind schedule already I just hope I can close it out tonight, the VFX artist is coming by tomorrow to finalize some assets on the remaining shots and then final Print Master rendering will take about 24-28 hours..
I'm curious if X3 has addressed anything under the hood that helps to keep plugins in sync across variable latencies each plugin might create.