Cavern Knowledge Hub

The Cavern documentation contains information not just about how to use specific software, but how general audio concepts and systems work. These are part of the Knowledge Hub, an expanding, descriptive, and deep set of articles.

Article Explains
Codecs and renderers
  • Basics of encoding: audio streams and tracks
  • Pulse code modulation (PCM)
  • Channel-based formats
  • Object-based formats
Speaker placement guidelines
  • Channel positions for object-based audio
  • Transforming the angles to specific rooms
Rendering object-based content
  • Balance-based rendering
  • Distance-based rendering
  • Directional rendering
Matrix-based audio coding
  • Encoding and decoding matrices
  • Higher order matrix codings
  • Phase-shifted matrix codings
Object encoding in home mixes
  • Reasons for the 16 object/channel limit
  • How 128-object cinema mixes are fit into 16
Why streaming sound quality is actually poor
  • The loudness war and its consequences
  • Reasons of compressor overuse in modern movies
  • Case study: John Wick: Chapter 3 - Parabellum
How to experience 5.1.2 on the cheapest?
  • The heart of the process: Cavernize
  • High-end room correction - doesn't matter the device
  • Case studies: HTPC, new AVRs, early 2000s AVRs
Interpreting measurements for users
  • Frequency responses and target curves
  • Spotting room issues with frequency responses
  • Gains, delays, and polarities
  • How to set ideal crossover points
Interpreting measurements for integrators
  • What are impulse responses, finding points of echoes with them
  • Finite and infinite impulse response calibration system disambiguation
Interpreting measurements for engineers
  • Fourier transforms simplified
  • Swept sine wave measurement signals
  • Convolutions and deconvolutions
  • How to assemble these to a working audio measurement system
Microphone placement
  • How to place measurement microphones
  • What if the couch is on the wall?

This is only an advertisement and keeps Cavern free.