Understanding Angular 2D
Angular 2D performs a pairwise amplitude panning by evaluating the angle between the source and the two closest speakers. It offers similar results to VBAP2D, the only difference being the way the gains evolve with the source position, that is very slightly different.
The facing graph shows the way the gain associated with two speakers (respectively at azimuth -30° and +30°) evolves in Angular2D compared to VBAP2D when moving a source between those two speakers.
Angular 2D is a legacy algorithm that is mainly provided for retro compatibility. However, it is still a good competitor to VBAP2D.
Use the spread to change the apparent width of sources spatialized by the bus. This parameter spreads replicas of each source in multiple directions around the position of the source. It can be used for artistic purposes or to smooth the width and coloration of a moving source.
The divergence applies a spread to the sources progressively, when they start entering the divergence circle (2D) or the sphere (3D) defined by the Radius parameter.
- When the source's AED Distance is higher than the radius, no spread is applied.
- When the source's AED Distance lower than the radius, a spreading is progressively applied, reaching 100% when the source is at the center of the coordinates system.
Angular 2D was designed to work on 2D surround speaker systems. Try to use speakers that are as regularly spaced as possible across the entire setup, for a maximum homogeneity.
However, Angular2D is efficient on quite asymmetric layouts, as long as there are enough speakers on a trajectory to offer smooth variations.
Speaker Placement Requirements
This algorithm requires the loudspeaker layout to include frontal and surround speakers. The center of the coordinates system cannot be outside the speaker layout.