The audio configuration at the Melbourne Planetarium features a
6-track multi-track played through 6 discrete speakers. There is no
spatial encoding involved as the multi-track (a DA-88) is linked directly
to a set of amplifiers and connected speakers.
The
spatial lay-out is an unusual one that simulates an expanded screen
above, in front of and below the listener as they lay in a recliner
seat at 140° recline

A
timecode sub-track of the DA-88 serves as the master for the major components
of the Melbourne Planetarium's audiovisual infrastructure:
1. 3 Betacam video decks (each with their own projection, 2 of which
are on moveable skews)
2. the
DigiStar programme (which generates wire-frame simulations of mapped
data from a database of star constellations and their position within
the solar system, and projects these computer animations onto the 180¼
dome screen)
3. a custom synchronizing programme called Spice (for sending action
lists and sequences to control and trigger movements of the video projector
skews as well as the banks of X slide projectors)
Producing
the sound design for a Planetarium show is not as straightforward as
working on a film. Firstly, there is no'single screen' to work to. Production
involves working with 4 separate time-coded tapes for synchronization:
1. an 'A-Roll' of video
2. a 'B-Roll' of video
3. a
flat-screen output from the Digistar system, representing the dome animated
dome projection on a 360¼ circular disc
4. a low-light fish-eye lense vidoe shot inside the Planetarium showing
the slides and video being projected onto the dome (the light does not
pick up the DigiStar projection)
Prior
to receiving these 4 tapes, extensive planning is done while the show
is being developed and edited. In the case of Escape From Andraxus
a demo voice-track was recorded to provide an initial timing guide to
produce an animatic. This was then checked for sound effcts timing to
ensure that voice narration was separated or spaced away from any major
sonic events (explosions, etc.). The animatic was then locked-off and
an EDL of trigger events for Spice, markers for the voice track and
time-code positions for sound events was generated. The actors were
then recorded in a studio and then repositioned over the rough vocal
guide-track of the animatic. Once these voices were in place, the rest
of the sound design and score could be positioned.
Working
in such an open-ended format as a Planetarium show demonstrates the
fluidity that exist between pre-production and post-production in sound
designing and film scoring. because there is no actual 'shoot' pre-
and post- are merged, and in the process one can see the value of preparing
simulataneous to the creation, production and placement of the mulitple
image tracks.
Spatialization
mixing is largely intuitive within such a system. All sound design for
Escape From Andraxus was done on an ASR10 workstation with an
Output Expander. All immersive and dynamic spatial events and gestures
are handled through MIDI editing, using extensive controller data to
generate precisely articulated movement. Whereas shifting audio data
through multiple speakers mainly relies on panning and volume, MIDI
manipulation affords an expanded palette of possibilites (pitch, filter,
LFOs, gates, envelopes, FX algorithms, etc.). The mix is checked at
a number of stages in the actual Planetarium. Notes are taken on how
the sounds are sitting in the space, and then the MIDI data is edited
back at my studio.
The
music score is also produced on an ASR10. All instrumentation is complexly
routed through MIDI manipultion throughout the surround soundfield.
By working with both sound and music within the one system, great flexibility
is available in the mixing and merging of the two. No clashes occur
as there is always a way to alter or modiffy micro- or internal details
of sound or music data at any one point.
The
final mix is mastered with light compression (mainly for voices) onto
a DA-88 tape. The output level of the tape is controlled by the Spice
programme.