Hugo Larin, senior business development manager FLUX::, a member of the Harman Professional Solutions Group, delves into Harman’s most recent acquisition, which includes FLUX::’s immersive, processing and analysis solutions across live production, installation sound, content creation and post-production.
France-based FLUX:: was founded in 2006 for the purpose of creating intuitive and innovative audio software tools. Now, the portfolio of nearly 20 products is used globally by talented professionals across many applications. Larin explains why the sky’s the limit for immersive audio production.
How would you define immersive audio, and what unique experiences does it bring to audiences compared to traditional audio formats?
For me, it's all about the ability to connect to the message and the experience. It’s to envelope the audience and to transport the audience with that connection. The connection is the real highlight about immersive audio overall, from content production, reproduction or from a technology perspective.
Can you provide a brief overview of FLUX:: and its core competencies, particularly in immersive audio and audio analysis?
Our history comes from plugin processing as we have over 20 years of software development plugins for processing tools. When you look at the main competencies, processing is our history and our legacy.
The second one is audio analysis, and third, but not least, is immersive audio authoring and rendering. You could split FLUX:: in these three categories of competencies,
How does FLUX:: embody a "software first" approach within Harman, and why is immersive audio considered a pivotal element of this strategy?
In terms of a “software first” approach, this is what our users are dealing with on a daily basis. The hardware is important, but the actual software is what our system engineers and integrators interact with day to day, whether they’re actually using the design assistance tools and the deployment tools.
Within Harman we can really look at all these innovations from a software perspective, like JBL’s Venue Synthesis in the design side and deploying actual audio systems, and then FLUX:: comes to the equation and adds these other layers like SPAT Revolution, the immersive authoring and rendering tool, and audio analysis, which is another important category.
Hardware is important, but the software is what makes the interaction great with the technology. Software is the glue to making hardware work.