Spatial Audio Techniques Quiz

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Questions and Answers

Which of these techniques is a perception-based method?

  • Sound FieldSynthesis
  • Ambisonics
  • WFS (Wave Field Synthesis)
  • Stereophony (correct)

What is the common angle between two loudspeakers in stereophony?

  • 45 degrees
  • 60 degrees (correct)
  • 30 degrees
  • 90 degrees

What is the main objective of stereo panning?

  • Creating a surround sound experience
  • Spatializing a mono signal (correct)
  • Creating a realistic sound field
  • Simulating sound sources in a 3D environment

What happens when both left and right loudspeakers play with the same level in stereo panning?

<p>The sound is localized at the center position. (B)</p> Signup and view all the answers

What is the main problem with stereo linear panning?

<p>It creates a 'hole in the middle' due to lower sound intensity at the center. (C)</p> Signup and view all the answers

What is the solution to the problem with stereo linear panning?

<p>Using constant power panning. (B)</p> Signup and view all the answers

Which panning method is used by Unreal Engine for surround systems?

<p>The method described in the text: finding the two closest loudspeakers in angle (B)</p> Signup and view all the answers

Which of the following is NOT a technique for spatial audio?

<p>VR (B)</p> Signup and view all the answers

What is the process of converting A-format signals into a more usable format in surround sound systems?

<p>B-format (B)</p> Signup and view all the answers

In what context is Ambisonics particularly interesting for virtual reality?

<p>It can simulate head rotation through sound field rotation. (A)</p> Signup and view all the answers

Which of the following is NOT a middleware used in digital games for audio processing?

<p>FMOD Studio (B)</p> Signup and view all the answers

Which microphones are specifically designed for binaural recordings?

<p>Binaural microphones (B)</p> Signup and view all the answers

What technique is used to address the virtual source not being at one of the recorded positions of the HRTFs?

<p>Interpolating HRTFs of the nearest positions (C)</p> Signup and view all the answers

What is the purpose of the Head Related Transfer Function (HRTF) in binaural synthesis?

<p>To capture how frequency is affected in terms of gain and delay for each ear. (D)</p> Signup and view all the answers

Which game producer is known for incorporating Ambisonics in their audio processing?

<p>Codemasters (B)</p> Signup and view all the answers

Which of the following techniques is NOT a feature of Ambisonics sound manipulation?

<p>Decimate (B)</p> Signup and view all the answers

What is the purpose of the Fraction variable in the spatial sound encoding process?

<p>To determine the interpolation between channel azimuths (A)</p> Signup and view all the answers

In object-based spatialization, how does the sound system determine how to appropriately pan sound sources?

<p>Based on the output system without needing prior knowledge (B)</p> Signup and view all the answers

What is a primary limitation of using object-based spatialization for ambient sound?

<p>It necessitates the use of a channel bed for multiple sound sources (A)</p> Signup and view all the answers

What defines the number of channels produced by a spherical-harmonic encoded signal in Ambisonics?

<p>The order of the spherical-harmonic decomposition (A)</p> Signup and view all the answers

What is the theoretical minimum number of loudspeakers required for horizontal playback in a first-order Ambisonics system?

<p>3 (A)</p> Signup and view all the answers

Which of the following components is essential for capturing full directivity information for sound in Ambisonics?

<p>Ambisonics microphones (B)</p> Signup and view all the answers

In B-format Ambisonics, how many channels are typically encoded?

<p>4 channels (A)</p> Signup and view all the answers

What distinguishes the 2D and 3D channel requirements in Ambisonics systems?

<p>The number of speakers involved (C)</p> Signup and view all the answers

What is the main purpose of using virtual ambisonics in VR experiences?

<p>To create realistic spatial audio (C)</p> Signup and view all the answers

How does head-tracking improve the VR sound experience?

<p>By moving the sound image with head movements (C)</p> Signup and view all the answers

What role does Steam Audio play in the context of VR audio?

<p>It uses scene geometry to simulate reverb and occlusion. (A)</p> Signup and view all the answers

What is a key advantage of using Project Acoustics for sound simulation?

<p>It provides wave-based simulation for predictable acoustics. (D)</p> Signup and view all the answers

In spatialization, how are reverberation signals typically generated?

<p>Different signals are generated for each loudspeaker. (C)</p> Signup and view all the answers

What is a disadvantage of ray-based acoustics methods mentioned in the content?

<p>They can misrepresent small objects as significant occlusions. (A)</p> Signup and view all the answers

Which settings are mentioned as using spatialization?

<p>In film, computer games, and theme parks (D)</p> Signup and view all the answers

What aspect of sound does occlusion specifically refer to?

<p>The blocking of sound by objects (D)</p> Signup and view all the answers

What audio format is used in film projection, DVDs, and Blu-rays that employs lossy compression?

<p>Dolby Digital (B)</p> Signup and view all the answers

Which audio format can support up to 16 discrete audio channels at 24 bits and 192 kHz?

<p>Dolby TrueHD (B)</p> Signup and view all the answers

What is the primary advantage of using HDMI (v1.3) for audio transmission?

<p>It can transmit uncompressed PCM audio. (A)</p> Signup and view all the answers

Which surround sound technology allows for up to 128 simultaneous independent audio objects?

<p>Dolby Atmos (D)</p> Signup and view all the answers

Which of the following is a characteristic of DTS-HD Master Audio?

<p>It is a lossy format if the playback device does not support lossless. (A)</p> Signup and view all the answers

Which notable film was the first to be mixed in 7.1 surround sound?

<p>Toy Story 3 (D)</p> Signup and view all the answers

What does the '.x' in Dolby Atmos' notation refer to?

<p>The number of ceiling loudspeakers. (B)</p> Signup and view all the answers

How does Dolby Atmos for Headphones convert streams for binaural audio?

<p>It renders Dolby Atmos streams into 2-channels. (C)</p> Signup and view all the answers

What is the term commonly used in the games and film industry for sound spatialization?

<p>Spatial Audio (B)</p> Signup and view all the answers

What primary factor allows humans to detect the direction of a sound source?

<p>The differences in signals received by both ears. (D)</p> Signup and view all the answers

Which factor is responsible for the amplitude difference between signals arriving at both ears when a sound source is positioned to the left or right?

<p>Head shadowing (A)</p> Signup and view all the answers

How does the brain determine the position of a sound source based on the time difference between signals arriving at both ears?

<p>It calculates the delay between the signals. (D)</p> Signup and view all the answers

What kind of cues help in distinguishing sounds above and below the head?

<p>Spectral cues (A)</p> Signup and view all the answers

Which of these is NOT a factor that influences the spatial behavior of real sound sources?

<p>Amplitude (C)</p> Signup and view all the answers

Which of the following statements about sound spatialization is FALSE?

<p>Sound spatialization is a technology exclusive to the game industry. (A)</p> Signup and view all the answers

Which of the following is NOT a technique used in sound spatialization?

<p>Color correction (D)</p> Signup and view all the answers

Flashcards

Sound Spatialization

The process of creating the illusion of sound being located in specific positions in virtual 3D space using speakers or other technologies.

Surround Sound

Sound that is made to surround the listener, creating a feeling of immersion in a virtual space.

Sound Localization

The process of creating an impression of a sound's direction based on the different cues reaching our ears.

Amplitude Difference

The differences in volume or intensity of sound as it reaches each ear.

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Time Difference

The difference in the time it takes sound to reach each ear.

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Spectral Cues

Cues related to the frequency spectrum of sound, altered by the shape of the head, ears and torso, helping distinguish sounds above and below the head.

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Head Movements

Tiny movements of the head can help refine the direction of sound.

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Acoustics

The physical science that studies the generation, propagation, and reception of mechanical waves in matter.

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Spatial audio

A technique that uses 3D audio to create a more immersive and realistic listening experience.

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Ambisonics

A method for converting a single mono sound source into a multi-channel signal, preserving its directionality for 3D sound reproduction.

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B-Format

A common format used in Ambisonics, encoding a single sound source using four channels.

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Object-Based Spatialization

A 3D audio system that uses speakers or headphones to simulate a realistic sound environment.

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Ambisonics Microphone

A type of microphone designed to capture the full sound field information, including directionality.

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Ambisonics Order

The order of an ambisonic encoding system determines the number of channels used.

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Ambisonics 2D Channels (Horizontal)

The number of channels required for Ambisonics 2D playback depends on the chosen order, with higher orders requiring more channels.

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Ambisonics 3D Speaker Setup

The number of speakers needed for 3D ambisonic playback often varies between 8 and 12.

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Sound Field Synthesis

A type of spatial audio technology where a virtual sound field is created by reproducing the actual sound waves that would exist in a real space.

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Perception-based Methods

Methods that use techniques to provide the perception of spatialized sound without actually reconstructing the original sound field.

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Stereophony

A commonly used perception-based technique employing two loudspeakers positioned at a 60-degree angle to simulate a virtual sound field.

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Stereo panning

The technique of using a virtual source to create the perception of a sound coming from a particular angle within a stereo field. Only the amplitude of the sound is adjusted at each speaker.

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Stereo Linear Panning

The technique of using two speakers to create the perception of a sound source at the center of a stereo field. The same signal is played at both speakers, with equal levels, to produce the illusion of a centered sound.

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Stereo Constant Power Panning

A technique used to create the perception of a sound source moving seamlessly between two speakers while ensuring the overall sound intensity remains constant.

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Multi-channel systems in the horizontal plane

A technique of creating a spatial audio field using multiple speakers. This involves using two of the closest speakers to the virtual source and calculating the sound intensity for each, creating a more immersive experience.

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Unreal Engine Panning

The technique used by Unreal Engine to simulate surround sound. It utilizes the two closest speakers to the virtual sound source to calculate the sound intensity for each speaker.

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Binaural

A technique used for headphones that simulates what a real sound source would sound like in each ear.

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Head Related Transfer Function (HRTF)

Microscopic recordings of the way sound travels to the ears.

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Binaural synthesis

A technique for recreating the sound captured by binaural microphones.

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Binaural synthesis - Interpolation

A common approach to binaural synthesis where the virtual source isn't in a recorded position.

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Binaural synthesis - virtual ambisonics

An advanced approach for virtualizing ambisonic sound for binaural headphones.

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Ambisonics Recording

The position and movement of each sound source in a recording, with emphasis on recreating the natural environment.

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Virtual Ambisonics

A method for creating virtual 3D sound using speakers or headphones by applying Head-Related Transfer Functions (HRTFs) to simulate how sound is perceived by human ears.

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Ambisonics Encoding

A technique for converting a single sound source into a multi-channel signal that retains its directionality in 3D space.

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B-Format Ambisonics

A common format in ambisonics that represents a single sound source using four channels: W, X, Y, Z. Each channel corresponds to a different direction in 3D space.

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Simulating Reverberation

Simulating the way enclosed spaces affect sound, including early reflections and reverberation. This is important for creating a sense of realism in virtual environments.

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Occlusion in Spatial Audio

A technique for simulating how sound is occluded or blocked by objects in a virtual environment, adding realism to the sound experience.

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Physics-Based Reverb

A system that uses physics-based simulations of sound propagation and reflection to create realistic and immersive sound environments.

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Diffraction in Spatial Audio

A method for simulating the way sound waves bend around objects. This is an important aspect of creating realistic spatial audio.

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7.1 Surround Sound

A surround sound format that uses 8 channels (including a subwoofer) to create a more immersive experience. Commonly used in films and games.

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Dolby Digital

A 5.1 channel surround sound format encoded using lossy compression, meaning it reduces file size while sacrificing some audio quality. Used in DVDs, Blu-rays, and game consoles.

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DTS

Another surround sound format with a different lossy compression technology. Notably used in the movie 'Jurassic Park' and was a technology backed by Steven Spielberg.

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Dolby TrueHD

A surround sound format that uses lossless compression, meaning it preserves all the original audio data. It supports up to 16 channels and is commonly used in Blu-ray Discs.

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DTS-HD Master Audio

A surround sound format that uses lossless compression, supporting up to 8 channels. It's commonly used in Blu-ray Discs and offers high-quality audio.

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HDMI (v1.3)

A cable standard that can transmit audio signals, including uncompressed PCM audio, various Dolby and DTS formats, and DSD audio. Commonly used for connecting audio devices.

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Dolby Atmos

An object-based audio system that utilizes up to 128 independent audio objects. Each object has spatial metadata, allowing for precise sound placement.

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Dolby Atmos for Headphones

A technology that renders Dolby Atmos streams for headphones, simulating an immersive surround sound experience. It's available for Xbox and Windows PCs, but not Playstation.

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Study Notes

Game Audio - Sound Spatialization

  • Sound spatialization is the placement of sound in specific locations or areas in space using speakers and other technologies.
  • In the games and film industry, this is often called "surround" or "spatial audio".
  • All sound is spatial because it propagates from a source to a listener through space.
  • Sound perception is also inherently temporal, as it takes time to listen to a sound.
  • Sound sources are typically idealized as point sources that radiate sound equally in all directions.
  •  Real-world sound sources are more complex, affected by large objects, many small objects, varying radiation directions, refraction, interference, standing waves, and acoustics (the study of mechanical waves).
  • In daily life, individuals are surrounded by multiple sound sources of varying sizes and positions.
  • Due to evolutionary pressure, humans can detect the direction of (some) sound sources.
  • The brain detects cues from the signals arriving at both ears to determine the position of a sound source.

Detecting a Single Sound Source

  • The brain uses amplitude and time differences in the signals arriving at the two ears to locate a sound source:
    • Amplitude difference: High frequencies. Sound from the left or right becomes softer as it moves around the head.
    • Time difference: Low frequencies. Sound from the left or right takes extra time to reach the opposite ear.
  • The brain also uses spectral cues from the head, outer ear, and torso to distinguish sounds above and below the head, and uses small head movements to help pinpoint the location.

Localization of a Single Sound Source

  • By listening to the reverberation, one can determine the type of room they are in to some extent.
  • Some individuals have developed human echolocation, which allows them to navigate by listening to the interaction of a sound with the environment.

Realistic Sound Reproduction

  • To reproduce realistic sound, the position and direction of sound sources must be simulated, along with the spatial properties of room acoustics.
  • Ambient sound, comprised of many individual sound sources, needs to be simulated in such a way that these sources combine into an immersive soundscape from all directions.

Approaches to Spatialization

  • Spatializing a mono signal, sometimes called panning
  • Stereo and multi-channel recording with multiple capsules or microphones.

Spatial Audio Techniques

  • Sound Field Synthesis attempts to recreate an accurate physical sound field to create correct perceptual cues (Wave Field Synthesis, Ambisonics).
  • Perception-based methods don't attempt to recreate a physical sound field but generate equivalent perceptual cues (stereophony, VBAP).

Stereo Panning

  • Used widely.
  • It's a perception-based method.
  • Loudspeakers are often 60 degrees apart.
  • Only the amplitude of the signal at each loudspeaker is manipulated.
  • A mono signal is spatialized . Both speakers use the same signal with different levels.
  • The head is equidistant from the speakers.
  • The method can only simulate sound sources in an arc and 30 degrees to each side.

Stereo Linear Panning

  • Sound intensity is lower at the center position.
  • A “hole in the middle” effect occurs as the signal appears louder at the endpoints compared to the center.
  • Constant power panning is a solution to this issue.

Stereo Constant power spanning

  • Sound intensity remains constant for all angles.

Multi-Channel Systems (Horizontal Plane)

  • To calculate the gains for loudspeakers, find the speakers that are nearest in angle to the source, and calculate the L1(theta) and L2(theta) to determine the gain for the channels.

Unreal Engine's Panning Method

  • Unreal Engine's panning method uses equal-power panning law to compute panning values.
  • It uses (azimuth – previous channel azimuth) / (next channel azimuth - previous channel azimuth) to compute fraction.
  • This is the standard method used by Unreal Engine for surround sound systems.

Computer Games- Stereo Panning

  • Game loudspeakers position is set as -90 degrees and 90 degrees (not the real position in the room).
  • Source position and listener position are important to determine the sound direction of a sound effect.
  • It isn't possible to distinguish between sound sources in front of or behind the listener.

3D Multi-channel Systems with Height- Vector Based Amplitude Panning (VBAP)

  • Algorithm: only the tree closest loudspeakers will be used.
  • Gains to each loudspeaker are calculated using information about their 3D position and the virtual source position .

Spatialization and Height in Digital Games

  • Height is important in games.
  • Positioning sound effects in height is difficult due to the difficulty of placing speakers in the ceiling without altering the room acoustics.
  • It is very unlikely that gamers will install additional loudspeakers in the ceiling.
  • Headphone-based spatialization is more practical for realism at this time.

Simulating Distance in Sound

  • Free-field conditions occur in a space with no reflections, absorption, or other obstructions.
  • In free field, doubling the distance from a point source results in a 6dB reduction in SPL.
  • Real-world conditions often deviate from the free-field model.
  • Output is calculated as input multiplied by a value that accounts for distance.
  • At the maximum distance, sound is completely or almost completely silenced.

Amplitude panning Limitations

  • It limits sound sources to the circle of the speakers.
  • It doesn't allow placing sound sources closer than the loudspeakers.
  • Localization only works when the listener has a defined spot. It affects how realism is perceived in cinema theaters and live concerts.

Sound Field Synthesis (Wave Field Synthesis, Ambisonics)

  • Wave Field Synthesis, based on Huygens' principle, determines the position and magnitude of each source.
  • A high number of densely packed loudspeakers around a listening area is needed to recreate the intended sound field.

Ambisonics

  • A sound field reproduction technique
  • It is based on spherical harmonic decomposition of the sound field.
  • It can encode spatial sound for 2D and 3D multi-loudspeaker systems.
  • The number of channels needed depends on the spherical harmonic order, used for encoding.

Binaural Synthesis

  • Capture Head-Related Transfer Function (HRTF) for the location of the virtual source
  • The HRTF captures how each frequency is affected in terms of gain and delay for each ear.
  • Research centers have developed various HRTF sets like the one from IRCAM Listen, KEMAR to determine the frequency characteristics.
  • For rendering a mono source, the HRTF for each position is convolved with the source to achieve a left- and right-channel output.
  • For locations outside the recorded positions, interpolation of the recorded positions is used.
  • Virtual Ambisonics use a decode to virtual loudspeaker setup with each speaker to apply their HRTF to achieve results for virtual, non-recorded sources.

Binaural Synthesis, continued

  • Used in VR situations
  • VR helmets usually have head-tracking.
  • This allows sound to be moved whenever the user rotates their head while using the virtual reality experience..

Simulating Encased Spaces- Reverberation

  • Different reverberation signals can be used by loudspeakers, based on the geometry of the space being simulated.
  • Early reflections can be simulated on each loudspeaker.
  • The ratio of dry signal to reverb signal can be adjusted based on listener and source position.

Steam Audio- Physics-Based Reverb

  • Reflections and reverb are important in spatial audio and help users sense the scenario through clues in the sound.
  • The actual scene geometry is used to simulate reverb, letting users feel all sounds around them.
  • Effects like occlusion, reverb, and sound propagation are done using binaural rendering.

Microsoft- Project Acoustics- Physics-Based Reverb

  • Ray-based acoustics methods, use one or a few calculated rays to check for occlusion, and drive reverb.
  • These methods can be unreliable but a pebble can obstruct as much sound as a boulder.
  • The methods don't account for sound bending around objects(diffraction).
  • The simulation method captures diffraction using wave-based analysis, making the acoustics more predictable, accurate, and seamless.

Surround Standards and Formats

  • Different standards have been adopted, from 5.1 up to 7.1, 10.2, 22.2,and others formats.
  • Includes film, television, computer games, and others formats.

5.1 Surround Sound

  • A standard multichannel audio reproduction setup,
  • 5 full bandwidth channels including center, front left and right, back left and right, and a low-frequency channel used for subwoofers.
  • The standards are now standardized by ITU-R BS.775. 3
  • How these channels are created is up the to content creator, not standardized.
  • Low-frequency sounds (like explosions) are allocated to the 6th channel.

5.1 Small Speakers- Bass Management

  • If the main speakers can't handle the full low-frequency range, then a subwoofer will perform the task.
  • The crossover between small and subwoofer speakers determine the distribution of the signals that cannot be handled by the first.

Additional Surround Formats and Systems

  • Surround formats like 7.1 have additional loudspeakers for better spatialization, which is particularly important in cinema theaters.
  • Different commercial standards for handling and reproducing surround sound.

Consumer and Cinema Theater Surround Formats

  • Dolby Digital, DTS, Dolby TrueHD, and others standards exist.
  • These formats use different lossy/lossless compression technologies.
  • Dolby TrueHD/ DTS-MA are superior formats and are used for reproducing sounds with high clarity in surround sound formats.

Dolby Atmos (2012)

  • An object-based audio format.
  • Up to 128 independent audio objects can be used.
  • Spatial audio metadata is used for each object.
  • Each audio track can be assigned directly to a speaker or object.
  • 10 channel 7.1.2 bed includes extra channels (like x) designed for ceiling channels.

Dolby Atmos for Headphones

  • Dolby Atmos streams are rendered to headphones by converting them into a two-channel format.

Windows Sonic (2017)

  • An audio platform for integrated spatial sound.

Support for Object-Based Spatialization in Game Engines and Audio Middleware

  • Dolby Atmos supports middleware for Unity3D, Unreal Engine, FMOD, and Wwise
  • The system supports different audio configurations (like windows sonic)

Games Using Dolby Atmos

  • Several different games use surround formats that support Dolby Atmos including Shadow of the Tomb Raider, Assassin's Creed Origins, Gears of War 4, and Overwatch.

Game Using Windows Sonic

  • The article suggests using the same API as Dolby Atmos.

Systems for VR Audio

  • Binaural rendering techniques
  • Other complex room simulations like occlusion are important to replicate real-world sounds and surroundings.

Additional Notes

  • Several surround formats and technologies are currently employed for improving audio experiences and delivering clearer and more immersive soundtracks to the end-users.
  • All mentioned technologies involve capturing, generating, processing, and rendering data to adjust the sound and experience based on real scenarios, including the location, position, direction, and other realistic characteristics to the users and sound effects.

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