Mixing inside the scene
A stereo engineer reaches into a mix constantly: solo this, duck that, flip the guitars, glue the bus. Chapter 2 warned that a scene-based format resists reaching in — the sources have already dissolved into the field. True, and yet the field itself can be operated on by direction, which turns out to cover most of what a mixer actually wants. Four objects, four moves.
Companion patch: patchers/booklet/10-mixing.maxpat.
Solo a direction: ambitap.vmic~
A virtual microphone: aim it into the scene (azimuth,
elevation) and it extracts a mono signal of what's sounding from
there — the max-rE beam from Chapter 3's figure, pointed by you
(max_re 1 for the clean pattern; off for the sharper, lobier one).
Uses, in ascending sneakiness: solo-in-place for the ear ("what is that at 140°?" — aim, listen, know); stems from a finished scene (aim four vmics at a recorded soundfield and you've derived a quad of spot mics that never existed); sidechain taps (the beam's output can key a compressor — duck the music when the narrator's direction speaks). Its resolution is the scene's order — at order 3 the beam is ~75° wide, a section mic, not a lavalier. It pairs naturally with the heatmap: find the blob on the map, aim the beam, listen.
Turn a direction up (or down): ambitap.directional~
The complement: instead of extracting a direction, reweight it, in
place, on the bus. azimuth/elevation aim it, gain sets what
happens there — below 1 to duck a region, above 1 to feature it — and
the rest of the sphere passes untouched (MC in, MC out; the transition
region is as wide as the order allows, so think broad tonal shaping of
the sphere, not surgical notches).
This is the scene's version of a mixer's most common move. The audience side of the room is too loud in the installation recording? Duck 30° of it 4 dB and leave the piece alone. The soloist needs 2 dB at stage-left? Feature the direction, not the stem you no longer have.
Flip the stage: ambitap.mirror~
Three toggles — flip_lr, flip_fb, flip_ud — each reflecting the
entire scene across a plane, instantly and losslessly (sign flips on
the appropriate channels; nothing is re-rendered, nothing blurs).
The workhorse is flip_lr: the mix-translation of a stereo
engineer's L/R swap. Check whether your staging survives mirroring
(balanced mixes mostly should); adapt a piece to a venue whose
geometry argues with your left-right choices; A/B suspicion about your
own ear's bias ("is the mix left-heavy or am I?" — flip it; if it
sounds right-heavy now, it was you). flip_fb earns its keep fixing
front/back-inverted recordings (a mic mounted backwards — it happens
more than anyone admits) and flip_ud fixes an inverted mic mount in
one click.
Glue without smear: ambitap.compress~
Compressing a scene channel-by-channel with sixteen ordinary compressors would be a disaster: each channel's gain would pump independently, and since direction lives in the gain ratios between channels (Chapter 6), independent pumping literally modulates where things are — sources lurch toward wherever the compression bites least.
ambitap.compress~ is built around the fix: it meters W only — the
omni channel, the scene's honest mono level — computes one gain
signal, and applies that same gain to every channel. Loudness breathes;
geometry is mathematically untouched (the channel ratios are preserved
exactly, which is why it's called image-preserving). The controls are
the familiar five — threshold, ratio, attack, release,
makeup_gain — behaving like every compressor you've ever set, just
aimed at a sphere. (Its static curve and attack/release clocks are
measured, not vibes — the library's behavior notebook plots them.)
Use it where you'd use bus compression in stereo: gluing a full scene,
taming a live input's swings before the encoder chain, limiting an
installation's output. What it deliberately cannot do is
multiband/multi-direction compression — squashing only the loud half
of the room — because that would be directional~'s aim with a
detector, and yes: vmic~ (detector) driving directional~ (gain) is
exactly how you'd patch that, all three objects consenting adults on
one bus.
The order of operations
A scene channel-strip, assembled from the four plus earlier chapters — a sensible master-bus order when you need everything at once:
sources & rooms → [mirror~] → [directional~ …] → [compress~] → [rotate~] → renderer
(create) (fix) (reweight) (glue) (stage)
Corrections before creative reweighting; dynamics after the tonal
balance they should respond to; rotation last so everything upstream is
defined in scene coordinates, not performance coordinates. vmic~
hangs off the bus wherever you need an ear or a key signal — it's a
listener, not a link in the chain.
The companion patch builds a three-source scene and puts all four
objects on switches, with the Chapter 14 instruments watching. The
five-minute lesson: flip flip_lr while watching the heatmap (the map
mirrors, the compass's y negates — geometry moved, nothing else);
then drive the compressor hard and watch the map not move while the
level breathes.
Checkpoint
Reaching into a scene means operating by direction: extract one
(vmic~), reweight one (directional~), reflect them all (mirror~),
and control dynamics through one W-keyed gain so the image never
smears (compress~). Your mixes are now maintainable, not just
buildable. Two special-purpose renderers remain before the wider world
— first, the strange art of making two loudspeakers whisper binaural
signals into your ears.