I usually change values in the audio mixer by hovering the mouse over the fader and using [Shift]+[Mousewheel] to in-/decrease the volume in steps of 1 dB. Whereas without [Shift] the mousewheel only alters the value by +/- 0.1 dB.

The audio ports on my workstation seem to consist of that 3.5 mmport and USB 2.0/3.0 (there is an unused HDMI port on the GPU but I think it maycomplicate matters in sending video and audio from that to the more expensivestudio controllers I see with HDMI, or to an audio receiver, which then feedsthe video back to one of my displays).


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1) Analog vs. Digital: Regarding USB vs. analog (3.5 mm), I hadthought that USB might be preferred for reasons of digital fidelity and thedecreased chance of introducing any attenuation, hum, etc. However, since USB is a software-relatedsolution and introduces the question of drivers, the odds would seem toincrease that the device may not cooperate with Avid. Are these indeed the tradeoffs? Or do most USB interfaces/mixers work wellwith Avid?

2) For good and affordable USB devices: I was looking at the Yamaha MG10XU or Mackie ProFX3 (6 channel)mixers. The Motu M2 seems to be well-regardedbut would only offer TRS outputs I believe (same with the Mackie Big KnobStudio Controller and Interface). Doesanyone have a recommendation on USB solutions that work well with Avid?

They sound great, and more importantly, are accurate for the fraction of the cost of a monitor controller or a 6 channel mixer. Why do you need a full-on audio mixer? Are they not made for mixing live bands on stage? Can't you plug your monitors into your system like I did?

The audio mixer would just be for all of the I/O ports they offer (USB, XLR, TRS, 1/4" headphone). They tend to have the XLR outs that audio interfaces usually don't have, and the inputs intended for recording would largely go unused (The models I've seen start adding USB functionality at the 6 or 10 channel level). I've seen them on the desks of other editors and believe they're largely used in a configuration that can include just monitors, but also Avid accelerator/IO boxes and AV receivers, while their recording and effects components that musicians or stage productions would use just go unused. That is my impression.

There are hybrids, mixers with USB connection that can act as an I/O. But beware that MC can only use one output device, it cannot send picture to one device and sound to another. So if you find a USB connected mixer that works, you won't be able to use a video I/O device besides it -- not with MC, that is.

4. The Yamahas sound pretty unplesant, for music production that's okay, makes you put in more work.

in broadcast we can get away with more plesant sounding units. I only use Genelecs but for that you'd have to double or triple your budget.

There's Adams in your price range with pretty nice treble and pretty bad midrange. might be the best compromise.

Or the Eve audio ones, almost Adam, bit pricier but the mids are okay too.

I was also considering a DAC/AMP stack, like the Schiit Magnius/Modius, to generate balanced XLR out from the Modius to the Magnius which happens to have both a headphone amp and a preamp XLR out to monitors. However, it seems to not be geared to controlling simultaneously connected headphones and monitors, with a lack of the ability to mute or switch between headphones and monitors, or control their volume independently, like the mixers or Motu. I suppose the USB DAC would be worth consideration regardless, as an improvement over mobo 3.5 mm output.

So as I mentioned there are 3 versions of this mixer; 4, 6 and 8 channels; at the time of this review, the 4 channel was about $25USD, the 6 was $26USD and the 8 channel was $31, so crazy inexpensive.

You may want to do this to have more control over the individual levels, and (or) to save some input channels on whatever audio device you are sending the output to. These are both reasons that I decided to buy one of these mixers.

Another use I had for the Moukey MAMX Mixer was for making piano comparison videos; I only have 2 input ports available on my Volt audio interface, so running 2 keyboards through the Moukey with L/R line outs from each (using TR cables) takes up 4 ports on the Moukey MAMX Mixer; then I use 2 x TR cables to send mono L/R signals out to the 2 ports on my audio interface.

If you do want to get something with some more advanced features, then there are tons of options out there. Some also have audio interfaces built in (not only acts as a mixer, but can convert your mixed audio into digital audio and output that to a pc or iPad via USB).

Hello, I recently purchased a phantom power audio mixer for my canon EOS 80D w/ hopes of hooking an xlr mic for either lavs or a boom so i dont have to sync audio in post. I plugged the Saramonic into the mic port of the camera, but am getting absolutely no sound whatsoever. Tested the mic in another camera and it works fine, and the sound mixer seems to be working accordingly, so im not sure what to do at this point. I was hoping to shoot w/ it tomorrow. any ideas?

What specific microphone are you plugging in to the 80D? The 80D wouldn't be supplying any phantom power, so pretty sure the mic would need to be self-powered. Also, what are the audio settings you set up on the camera? Perhaps you have it set to use Line input instead of Mic input?

The goal of mixing is to bring out the best in your multi-track recording by adjusting levels, panning, and audio effects for each individual track. The aim is to sculpt your arrangement to make sense of all your sounds in relation to each other.

But now how do I make that when changing the volume in my game it will change the volume in the audio mixer ? In older unity editor version I could selected Dynamic float for the SetVolume but it's not exist anymore in the latest unity version.

Since the Dynamic option is not exist I'm not sure how to make that the finctions in the script will effect and change the ui values in the editor like the volume audio mixer or the dropdown quality that should change the quality level in the Edit > Project Settings... > Quality

I tried the approach on Change Mixer to output sound to in java using different outputs by getting two Clips with different mixers, with AudioSystem.getClip(AudioSystem.getMixerInfo()[i]);. However, this line of code works only with the Java Sound Audio Engine (AudioSystem.getMixerInfo()[0]), which outputs in Windows' default audio output. Anything else throws

Here is the Mixer information. This code ran with both output jacks connected and Windows recognizes as two different output devices (speakers and headphones). It looks like only Java's audio engine can play sounds.

In other words, It looks like can't output in Clips from different Mixers because Java can only output to "Java Sound Audio Engine" which goes to Windows' default audio device. Is there any way to get the other Mixers to work? Is there an alternative to use multiple audio outputs?

So it looks like only Java Sound Audio Engine can output sound as both the mixers for the front and back audio jacks are treated as input lines. Played audio through either Clip or SourceDataLine outputs in the Windows' default playback device.

I was looking into making lil clips for friends and social media so I was looking at adding an audio/video components to my setup, but after looking into mixers, I am concerned. Theres a lot of people who swear by the GoXLR and some people said to go with Razer when GoXLR is out of stock, however after reading reviews, googling this subreddit, razers community, google and any other tech forum, Razer has all but officially abandoned this product? I see posts going back years that have no answers from Razer, the moderators, tech help or anyone. Its just post after post of problems, with ZERO solutions, and any thread that has comments on it, usually are just more people confirming that they too are having the same issue. I recently got a Corsair m65 RGB Pro mouse as the Razer Basilisk RGB I had broke within 2 months of using. (Terrible construction, DPS Sniper button uses a thin plastic bar for support, and thus gets stuck inside the mouse itself, effectively "locking" the DPS switch).

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