User Guide

Surround basics
173
Surround monitoring
We recommend that you monitor surround settings
over a good monitor system to achieve the best
possible results. A standard stereo set-up certainly
will not do the trick (see the section "Monitor
matrix"). To learn how to connect Neuron to the
surround system, please check out the illustration on
page 10. You will find the best monitor speaker
positions (according to the ITU 775
recommendation) illustrated on page 171.
Monitor matrix
If you are working in a studio, you will need a
suitable mixer as well as a monitor matrix to audition
the individual channels in isolation. When you are
connecting Neuron to the console, make sure each of
its six channels is patched into the corresponding
surround bus. In addition, you will only hear the
surround panning in all its 3D glory if all channels of
the Neuron are set to exactly the same level.
If you want to try out Neuron’s surround powers at
home, be sure to work with a suitable system
equipped with a surround amp or receiver. It must
offer a six-channel input of the type used for
connecting DVD video or DVD audio players.
If you opt to run Neuron in this kind of stand-alone
configuration, note that the sound handling options
within a setup serve the same purpose as a monitor
matrix. After all, in Neuron surround sound is
generated at the setup level. This means that the
four sounds of a setup can be positioned individually
in the soundscape. For more on this, read the section
starting on page 174.
Surround panning
Neuron works with surround sound exclusively in
setup mode. A setup comprises four sounds that can
be positioned throughout the soundscape. The
process of positioning signal sources (referred to
here as sounds) in the sonic image is called panning.
In Neuron, panning is done in the most convenient
and intuitive way imaginable using the stick
controller in the silver module. Alternatively, you
can position sounds via the setup menu in the main
display. Read page 174 to learn more about this.
The stick recording function lets you define the
position of every sound in the sound field on the fly.
This is done by recording the movement of the stick
controller and playing this animation back during a
performance. You will find out the details of how this
works in the section starting on page 177.
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