1st-Order Ambisonics in Adobe Premiere
Install the ambiX Ambisonic plug-in suite.
Download the 1st order (name ending in _o1) plugins, and copy to:
- OS X:
%PROGRAMFILES%\Steinberg\VstPlugins(or your VST plugins directory)
- OS X:
Download the binaural decoder presets, and copy the binaural_presets directory to:
- OS X:
- OS X:
Download the Thrive v1.0 binaural decoder presets, and copy the thrive_v1.0 directory to:
- OS X:
- OS X:
- In Premiere, go to Preferences > Audio, and set Multichannel Mono Media to Adaptive.
- Go to Preferences > Audio > Audio Plug-In Manager, and click Scan for Plug-Ins.
Creating a sequence
While creating a Sequence:
- Go to the Tracks tab.
- For Audio, set Master to Multichannel and Number of Channels to 4.
- For each audio track, set the Track Type to Adaptive.
Importing spatial audio
- Import a 4-channel uncompressed audio file (.wav or .mov); it must already be in ACN/SN3D format. Audio from Zoom H2n is in this format.
- Drag an ambisonic audio file onto a track.
- Open the Audio Track Mixer for your sequence (Window > Audio Track Mixer).
- Add ambix_rotator_z_o1 to the audio track. This will allow you to rotate all spatial audio on the audio track it applies to.
- To rotate a 360 video clip and rotate its spatial audio identically:
- Use Premiere's Offset effect on the video clip.
- Use this formula to calculate the rotation in degrees for the corresponding audio track:
[horizontal center shift] / [width of video clip] * 360 - 180
For example, if you have a clip of width 3840 and the Offset effect has a horizontal shift of 1120, the equation is:
1120 / 3840 * 360 - 180 = -75 degrees.
- Use the calculated value for the corresponding ambix_rotator_z_o1's Z-axis rot setting.
- Note that if you've followed this guide, the audio rotation will be applied to an audio track, whereas the video rotation will be applied to a video clip.
If you're a pro at using Premiere, you can insert the ambix_rotator_z_o1 effect on audio clips instead:
- Select an ambisonic audio clip in the Sequence timeline.
- Open Window > Effect Controls.
- Open Window > Effects.
- Drag and drop the ambix_rotator_z_o1 effect from Effects into Effect Controls.
The effect now applies to the specific audio clip rather than an audio track.
In-editor binaural previewing
- Add ambix_rotator_z_o1 to the Master track. This will be used to rotate the listener (you!) for previewing.
Note: This audio effect must be disabled prior to exporting. If it is not disabled, your exported audio will be rotated.
- Add ambix_binaural to the Master track.
Note: This audio effect must be disabled prior to exporting. If it is not disabled, your exported audio will not be spatial.
- Double click the ambix_binaural effect in the effects chain. Each of the binaural presets has a different "pair of ears" and a different virtual speaker layout. To listen to the one used by Jump Inspector and YouTube Spatial Audio, click open and select thrive_v1.0 > symmetric_cube.
- If there aren't any presets visible in the list, click preset folder and select the binaural_presets directory extracted previously.
Known issue: When you reload your project, the ambix_binaural audio effect sometimes does not reload properly which can cause silent audio or frozen playback (that is, the cursor doesn't move forward). To fix this, select the thrive_v1.0 > symmetric_cube preset again.
- While previewing, adjust the Master track's ambix_rotator_z_o1 rot to change the listener rotation. Be sure to set it back to 0 when you're done previewing.
Note: Before exporting, be sure to disable the Master track audio effects.
Use these settings to export for Jump Inspector and YouTube:
- Format: Quicktime (.mov)
- Video settings: (Refer to Prepare Your Video in the Jump Inspector help or the YouTube instructions.)
- Audio Codec: Uncompressed
- Channels: 4 Channel
- Sample Size: 16-bit
- Audio Track Layout: Single Track
- Channel Layout: Mono
How do I use ambisonic audio from a TetraMic?
- Before anything else, use the software included with the TetraMic to convert your recording from A-format to a 4-channel B-format .wav. The direct signal recorded from the TetraMic is in A-format.
- Import the 4-channel B-format .wav.
- Drag the audio onto an unused audio track.
- On the audio track, add the ambix_converter_o1 audio effect.
- Open the ambix_converter_o1 settings, and use the following preset (or enter options manually):
- Preset: .amb / AMB plugins (full periphonic) / Tetraproc > ambix
- Input channel sequence: Furse-Malham
- Input normalization: Furse-Malham
- Output channel sequence: ACN
- Output normalization: SN3D
- Voila! Your track should now be in ambiX format, and it's ready to be treated like any other Google-friendly spatial audio.
- To rotate, add an ambix_rotator_z_o1 audio effect after the ambix_converter_o1 in the effects signal chain. If it is added before, the spatial audio will be rotated around the wrong axis!
This is a live document which we will continue updating as the system and our understanding of VR evolves. If you have questions, suggestions, or corrections, please contact us at