Panning(?) questions
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- KVRer
- 12 posts since 15 Feb, 2006 from Memphis
Greetings to all
I've noticed in a lot of sound designs instances of a synth or some sample moving toward the listener as opposed to right or left.
How do you get the sound to "pan" forward. I've tried applying reverb with automation to replicate the distance and some degree of motion forward, but basically it sounds like reverb on and reverb off. There's little sense of motion.
In the case of the sample, these are not or appear not to be sampled sounds that have been moved toward the mic.
Obviously, there's no one picking up the synth and moving it toward the mic as they play it. So how is this forward motion achieved?
Thanks
I've noticed in a lot of sound designs instances of a synth or some sample moving toward the listener as opposed to right or left.
How do you get the sound to "pan" forward. I've tried applying reverb with automation to replicate the distance and some degree of motion forward, but basically it sounds like reverb on and reverb off. There's little sense of motion.
In the case of the sample, these are not or appear not to be sampled sounds that have been moved toward the mic.
Obviously, there's no one picking up the synth and moving it toward the mic as they play it. So how is this forward motion achieved?
Thanks
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- Banned
- 4072 posts since 7 Nov, 2007
Panning is relative to volume. if you want a sound to move, "forward," make it louder. Assuming you have not squashed every last peak, this should work. In theory..........
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Please enjoy my Gratuitous Rambo Joke!

John Rambo is: "A Peaks Worst Nightmare."
In theaters this fall. Rated R. Children under 17 not admitted without parent.
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- KVRian
- 797 posts since 23 Apr, 2009
Also, try adding a hi shelf or low pass filter that increases as you push the sound to the background. High frequency content of a sound source usually drops away quicker than the low frequencies as it moves away from the recording point.
If you automate volume, reverb, and filtering, you should be able to obtain a realistic sense of movement.
If you automate volume, reverb, and filtering, you should be able to obtain a realistic sense of movement.
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- KVRist
- 97 posts since 16 Nov, 2009
right it's definitely the volume that's responsible for forward/back placement in a mix. the psp easy verb has a nice pre delay that you can change. funny because the parameter is literally a mic on a line that you can move to and away from a speaker. 
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- Banned
- 30 posts since 18 Oct, 2007
TankEyes wrote:Also, try adding a hi shelf or low pass filter that increases as you push the sound to the background. High frequency content of a sound source usually drops away quicker than the low frequencies as it moves away from the recording point.
exactly what i was about to point out TankEyes.
e.g. When somebody yells from far a way you don't hear the sibilance or whatever its called (S's and T's). Their voice sounds muffled.
The best method is a 32 band EQ.
Knock out the really high frequencies. Then match the fading of the EQ band to the panning. If it doesn't sound right when its matched to the rate of the pan, try delaying the EQ so its a little behind the pan.
