That would be awesome if we got an update.
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Unfortunately the method I was using has been broken for me a bit. So I'm using a new method.
Both Google and Microsoft fucked me here. I was using Google Colab mixed with a Shared drive to download the atmos stuff to, which helped me to keep track of what's already downloaded because the downloader would skip them if they exist and I had basically unlimited space to work with AND the terminal I was using to do the downloading had my shared drives mounted to it. From there I was initially sharing through Google Drive but had tons of copyright emails daily so I switched to OneDrive. I had 5TB to use but ended up getting warnings and emails and files randomly deleted or replaced with a 0 size copy of it (just a name, no file content).
So, now I'm using a VPS with Linux on it to download them. However I can only afford one that has 128GB of space, so keeping all the downloads to make sure the downloader skips existing content doesn't work. Instead I have to manually check or just double upload every now and then.
In the existing OneDrive I've moved all the previous content to an Archive folder and made a .url that leads to https://t.me/atmosrips which is where I'll be posting zips of Atmos albums and sometimes .m4a files of the singles / whatnot. I use Tidal for the source mainly and Amazon as a backup when it's not on Tidal. I'll definitely take requests but it's a weird process to get you guys to list the requests in a way to maximize efficiency by listing them with a number that corresponds to the single/album and you returning a list of numbers with a space separating them so I can download all the requests. There are several lists all populated by the Atmos explore section on Tidal's mobile app/API.
Idk how much of this info was human readable/understandable but I want to say I'm continuing, just struggling to do so.
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Forgot to quote on my last reply.
I think having an area for these could be good. Then we wouldn't lose a whole backup all in one go. They'd be separate uploads from likely many different people. People could even just take them from my new Telegram channel and re-upload for others who don't use Telegram.
Thought I'd paste this here as ChatGPT made a really good explanation for someone who gets the basics already:
Spatial audio and object-based audio are advanced audio technologies that aim to provide a more immersive and realistic audio experience in various media, including movies, music, and virtual reality. Here's a brief overview of each:
1. Spatial Audio:
- Spatial audio is a technology that creates a three-dimensional sound field, allowing listeners to perceive sound coming from different directions and distances, similar to how we hear sounds in the real world.
- It's often used in immersive audio experiences, such as virtual reality (VR) and augmented reality (AR), to enhance the sense of presence and immersion.
- Spatial audio can be achieved using various techniques, including binaural audio (simulating how we hear with two ears), ambisonics (a full-sphere surround sound technique), and multi-channel speaker setups.
- It's commonly used in gaming, movie theaters, and VR applications to provide a more realistic and engaging auditory experience.
2. Object-Based Audio:
- Object-based audio is a flexible audio format that allows sound designers and content creators to manipulate individual audio objects within an audio scene. Each object represents a sound source, such as a character's voice, a musical instrument, or a special effect.
- Unlike traditional channel-based audio, where audio is mixed for specific speaker configurations (e.g., stereo, 5.1, 7.1), object-based audio is not tied to a fixed speaker setup. Instead, it contains metadata that describes how each audio object should be rendered based on the playback system's capabilities.
- This flexibility enables content to adapt to various playback environments, from headphones to high-end surround sound systems.
- Object-based audio is commonly used in interactive media, allowing real-time adjustments of audio objects based on user interactions or environmental factors.
Both spatial audio and object-based audio technologies aim to provide a more immersive and adaptable audio experience, whether you're watching a movie, playing a game, or engaging with virtual environments. They are at the forefront of audio innovation, enhancing the way we perceive and interact with sound in various forms of media.