Working with audio in scenes
  • 30 Jan 2025
  • 4 Minutes to read
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Working with audio in scenes

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Article summary

To activate Audio Preview, check the Speaker icon in the Scene view function area:

For inputs containing audio, Composer supports audio mixing and processing of stereo channels.

To activate audio in a scene layer, activate the speaker icon on the layer. 

Audio levels

Audio levels are measured in the dBFS scale, meaning an audio level of 100% (max) corresponds to 0 dB. Lower audio levels have a negative value on the scale.

Audio processing

Each layer in Composer supports operators, including audio operators. The most common ones are the Gain, Compressor, and Limiter operators. To monitor the audio of a layer, add the Audio Monitor operator. Audio operators only process audio on channels 1 & 2.

Internal audio processing workflow

The built-in audio renderer in Composer uses 48 kHz, 32-bit processing and supports audio levels exceeding 100% (equals to 0 dBFS).

Internally, Composer processes audio on a per-scene basis. All scene layers with activated audio are summed into a stereo scene audio output. The summed audio is then routed to targets of the scene and to other scenes where the scene is used as a layer.

Audio summing means that all audio sources are added (“summed”) into a single stereo mix. 

To avoid distortion, or “audio overload”, It is essential to understand how summing works and what issues it might lead to. Below is a summary:

  • The level of digital audio is always between 0 and 100%. If you try to use audio levels beyond 100%, it is very likely that the result is a distorted audio signal.
  • In Composer, the audio level is measured in the 0dbfs scale. On this scale, a level of 100% corresponds to 0 dBFS.
  • Internally, your audio software (such as Composer) might be able to handle and process audio levels above 100%. However, the output/target is likely not supporting audio levels above 100%.
  • If you have a stereo channel with a peak audio level of 100% and add another layer with audio at the same peak level, the summed audio peak will likely reach 200%, causing audio distortion.

One example of when this issue might occur is the following:

  • You have a host (dealer) where the audio levels reach -3 dB.
  • In some scenarios, you trigger connectors that start playback of video effects that also contain audio. The audio levels of these effects also reach -3 dB.
  • If the host speaks simultaneously as the video effect is played back, the audio level will exceed 100% (=more than zero dBFS). This may introduce audio distortion.

Recommendations

  • Do not exceed -6 dB on each audio layer.
  • Use the stereo audio meter to measure the summed audio level for each scene. Make sure the level doesn't exceed 6 dB.
  • To reduce audio levels, use either the Gain operator, the Limiter, or the Audio Compressor operator.
  • Check the audio meter of your target scene, and watch out for warnings where the audio level has exceeded 100% (equal to 0 dBFS).
  • Use the Audio Limiter operator for your output scene to ensure the level doesn't exceed zero dBFS. In most use cases, the default setting of the limiter works well.

Understanding dBFS (Decibels Relative to Full Scale)

  • dBFS is a standard unit of measurement for audio levels in digital systems.
  • It is a logarithmic scale where 0 dBFS represents the maximum possible level before digital clipping occurs.
  • Audio levels below 0 dBFS are represented as negative values (e.g., -6 dBFS, -12 dBFS, etc.).
  • Since dB is logarithmic, a decrease of 6 dB roughly corresponds to cutting the signal level in half.

Mapping dBFS to Percentage (%)

  • Many audio systems also display audio levels in percentage terms.
  • In this case, 100% corresponds to 0 dBFS, meaning the signal is at its maximum digital level.
  • Lower audio levels correspond to negative dBFS values:
    • 50% ≈ -6 dBFS
    • 25% ≈ -12 dBFS
    • 10% ≈ -20 dBFS
    • 1% ≈ -40 dBFS

(These values are approximate since decibels are logarithmic.)

Why Negative dB Values?

  • In analog audio, 0 dB typically refers to a nominal level, and signals can go above this level before distortion.
  • In digital audio, however, 0 dBFS is the absolute maximum, and any signal above 0 dBFS will cause clipping and distortion.
  • That’s why all normal audio levels in digital audio systems are negative dBFS values.

Example Scenario

Imagine an audio file where the loudest peak reaches -3 dBFS:

  • This means the audio has 3 dB of headroom before clipping.
  • If the same audio were amplified by +3 dB, it would reach 0 dBFS, which is the maximum possible level.
  • If amplified beyond this, it would exceed 0 dBFS, causing distortion unless a limiter or soft clipping is applied.

Conclusion

When working with digital audio, it's essential to keep levels below 0 dBFS to prevent distortion. A good practice is to leave some headroom (e.g., keeping peaks around -3 to -6 dBFS) to ensure clean and undistorted audio.

For versions older than R1 2025

Composer versions older than R1 2025 did not contain audio operators and the audio processing and controls were different.

To adjust audio levels or change channel mapping, select a scene layer and switch to the Audio tab.

Composer supports four internal stereo channels, but the existing Targets only support one stereo channel (stereo channel 1). One such output example is the RTMP target which only outputs one (1) stereo track (or mono track).

Use the Audio Remap function to switch left and right (or mute) and the Gain settings to adjust audio levels.

To activate Audio Preview, check the Speaker icon in the Preview function area:


Hint!
If working with Composer in an RDP session, make sure the RDP session uses 48Khz audio and verify that audio is forwarded to the RDP client.

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