4. Existing Forms of Spatial Audio

Deliverable Spatial Audio Formats



Categories

The breakdown of this page is to list some common components of spatial audio. Currently the major categories include: codecs & containers, formats & configurations and lastly standards & other components or tools.

A codec is software that compresses and contains media data typically for transportation or storage as a file or files. Codecs are in a different category to formats typically, a ~good~ analogy to explain the difference would be that a codec is the box and shipping method for your packaging which is the format and the contents of the package is your spatial audio mix.

The last category is to add descriptions for other common tools seen in some spatial audio approaches or workflows such as typical metadata standards or tools used for formats & codecs agnostically.


Mach1 Spatial

Type: Channel-Based Audio

Mach1 Spatial acts as a universal delivery format by safely handling or ingesting all surround, multichannel and spatial audio formats and configurations, as well as conversions between them and stereo conversions both with and without head-tracking. This system allows for full down-mix and up-mix control without any proprietary steps or protected abstract layers allowing full control of the spatial or multichannel audio from end to end. The framework simplifies spatial and multichannel audio to encourage the development of custom multichannel configurations allowing backend development control to any target on any platform. Mach1 Spatial effect-process free framework can also be used to easily introduce interactivity and unlock creative freedom for audio professionals and developers for scalable, customizable and futureproofed soundfield pipelines. The goal of Mach1 Spatial is to allow all the other flavors of “spatial audio” to be safely added on top of a simplified and modular spatial audio framework, and ensures that traditional post-production pipelines are preserved as new mediums are invented.

Mach1 Spatial is a VVBP system (Virtual Vector based panning system). VVBP is a useful method because it does not use effects that can produce damaging artifacts in an artistic mix. There is no timbral effect on the mix, meaning the frequencies do not change and the quality of audio isn’t altered in any way. Instead Mach1 Spatial acts as a framework for correctly assembling, translating and containing spatial soundfields with full transparency and ease of use. Mach1 Spatial was born to meet the criteria for the preservation of professional audio standards and best practices in a medium where quality of sound is critical for maintaining immersion. The system is contained into a single multichannel deliverable through already existing audio containers and codecs and does not require use of any additional metadata or complex processing, all of the spatial soundfield information is within the audio data. The system supports both head-tracked 3DOF spatial audi as well as 6DOF when integrated into a 3D engines. It does not require any proprietary audio library or media engine and can function fully on top of any existing audio system/engine.


Ambisonics

Type: Ambisonics / Scene Audio

Scene-based spatialisation represents an audio scene from a first person perspective. The most common example of scene-based spatialisation is ambisonics, a technology that was developed in the 1970s and has since been used as one of the dominant spatialisation techniques. It’s popularity stems from its use within academia rather than from its quality and ease of use from an industry perspective.

Scene-based spatialisation usually entails placing a listener at the center of a sphere or comparable 3D shape. Ambisonics are created using spherical harmonics to help summarize data from a specific direction, this process of summarizing data from a direction can be increased in quality and accuracy by increasing the number of associated channels to summarize from. This process of increasing the number of channels is referred to as increasing the ‘order’, which means how many channels are are used to correspond to the “resolution” of the spatial image.

Ambisonics are particularly tricky when it comes to playback in a real, physical space. It can only be properly experienced within a few inches of a centerpoint and if not calibrated correctly will be perceived incorrectly. It is quite costly to render ambisonics with a high resolution for this reason. High resolution ambisonics, or HOA (High Order Ambisonics), begins at the 3rd order (16 channels).

While ambisonics may be useful for some, such as those with higher-order systems available, they inherently have some issues when compared to other means of pre-rendering spatial soundfields. Ambisonics can be great when used intelligently as a technique used to achieve something specific, such as a naturalistic soundscape, however it is not an approach to spatial audio that fits most forms of content.

  • Abstract channel handling and metering and unintuitive for audio professionals
  • Unable to “hard-pan” or isolate signal to one direction without bleeding to opposite direction channels
  • Minimized stereo-width
  • Minimized dynamic range
  • Non standardized tooling; resulting in implementations that sonically differ
  • Confusion with channel order for different variations of ambisonics
  • Confusion with normalization for different variations of ambisonics

A usecase for ambisonics that is common is for field recordings using ambisonic related microphone arrangements. It should be noted however that the microphones themselves are vector point recordings that later get encoded into the ambisonic B-Format spherical harmonic standard, before this step they are akin to other multi-mic arrays where each capsule is attempting to capture a specific cardioid sound response & direction (typically referred to as A-Format ambisonics). With this in mind, and true with most spatial audio formats, any microphone arrangements could be succesfully used and encoded.


Facebook 360 Audio

Type: Ambisonics / Scene Audio

Facebook’s spatial audio is part of their 360 Spatial Workstation. The system was bought by Facebook from Two Big Ears. They feature production tools that can be encoded with platform-specific metadata. It’s focus is on playback within a specific application. The framework places a listener at the center of a sphere and uses panning within that sphere. Early and late room reflections are also available. In this sense, Facebook 360 uses additional room modelling processing. This is consistent with the research produced by Facebook Reality Labs, as their agenda focuses on users having a sense of shared space. On a technical level the Facebook360 (aka .tbe) is a custom variation of a 2nd order ambisonic soundfield with additional HRTF and room modeling processing.


Dolby Atmos Audio

Type: Object Audio

Dolby Atmos is a proprietary production software suite that follows the Object-Based method of creating spatial audio ideal for a Dolby Atmos speaker configuration, but due to its object-based approach is configuration agnostic. One of the distinguishing factors when compared to other surround sound formats is its limited use of height information. Like ADM, Dolby Atmos does not store its information in channels. It is rendered in real-time using metadata assocaited to each channel to render its position and other processing effects during runtime.

Dolby Atmos Master files contain two components for the audio streams:

  • channel-bed : Submix that by default uses 7.1.2, additional proprietary surround configurations can be added
  • object-bed : individual mono or stereo objects

The Dolby Atmos Master files are comprised of:

  • .atmos : the general metadata for both channel-bed and object-bed of the project
  • .atmos.audio : a multichannel uncompressed audio file
  • .atmos.metadata : the object-bed specific metadata

For a review of use of Dolby Atmos, refer to Observations and Limitations of Dolby Atmos for Spatial Mixing
For more information on Dolby Atmos, refer to Object-Based


Sony 360 Audio

Type: Object Audio

For more information on Sony 360, refer to Object-Based


Runtime Spatial Audio Implementations


Apple Spatial Audio

Type: Other / Channel-Based Audio

Apple’s spatial audio is currently highly feature and usecase driven. The process used for spatialisation differs between these applications. For example, the headtracked Dolby Atmos output from Apple’s TV app undergoes a different process than Apple Music spatialisation to a certain extent. Apple Music spatial audio tracks have all had to be “re-engineered” using Dolby Atmos. Ideally this would allow the benefit of ensuring that the spatial mix that is released is more closely related to what the producer intended you to hear, however Apple Spatial does not utilize any of the processing effects forced by Dolby Atmos and upon rendering for Apple Spatial from Dolby Atmos all of the soundfield’s height, room modeling and HRTF processing are stripped away to create a resulting 5.1 mix. This 5.1 mix is then forced through another object style playback rendering with additional new room modeling and HRTF processing that cannot be edited or controlled, further degrading and shrinking the intended spatial soundfield for headtracked playback with IMU enabled AirPods.

For more on Apple’s spatial audio, we have outlined how to sideload and review Apple’s spatial audio implementation here: Previewing Spatial Audio on Apple AirPods

We have also reviewed the implementation and use of Apple’s IMU enabled devices here: Feedback on Apple’s Spatial Audio Implementation


Game Engine Object Audio

Type: Object Audio

Object-based audio is a good example of a spatialisation method that lends itself to interactive content, or headtracked spatial audio.

Object-based audio refers to a system that sums together audio objects at runtime or playtime. This is commonly used audio mix style used for highly interactive mediums such as games due to its ability to assemble the output mix in real time despite any changing variables or input interactions in the experience. In object-based audio, metadata from your audio format tells your rendering system where objects are and how they are controlled, depending on the audio delivery system you are using. Object-based audio is easily made interactive, which may sound great (and it is!), but it has inherent tradeoffs, limitations and challenges for the creation process compared to pre-rendered production workflows. Since object-based audio is a runtime solution (you program rules and it plays by the rules when a user uses it), it can sound different depending on what the user does and how well the rules were designed. However, there is never a complete post-production pipeline, which can remove some essential elements from a mix, and make it difficult to control your listener’s experience.


High Fidelity Spatial Audio

Type: Object Audio

High Fidelity is a spatial audio company that evolved as a pivot from social VR. Early beta versions demonstrated High Fidelity as a packaged example and SDK for a game object audio engine for developers to import as needed to their interactive 2D or 3D experiences. The design and package of this object audio engine is focused on leaning toward realism and away from creative control and for usecases that need runtime spatial audio only. While their tools are interesting, they are not made for creators to produce spatial audio content and are an extension of object audio implementation use for 3D engines (or game engine object audio).


THX Spatial Audio

Type: Other / HRTF

THX is an end-user solution that is marketed to enhance a gaming experience. We haven’t seen any headtracked spatial audio coming from THX. Our best description of THX is a post-processing chain of binaural filters and equalisation designed for listening to specific parts of a gaming soundscape. THX falls into the “virtual surround sound” category, but with more expansive calibration. Besides EQ, the two main spatial audio features they offer are virtual rendering of 7.1 surround sound and binauralized up-mixed version of standard stereo content.

While it is surely an entertaining feature, it is important to note that the methods THX use to spatialise audio are ultimately destructive to the creative mix.


Codecs


[MPEG-H]

When discussing spatial audio, MPEG-H is often brought up as the future of spatial audio formats. While MPEG-H is a very helpful technology for spatial audio, this isn’t entirely correct. MPEG-H is a modern codec and container to encourage support of large multichannel audio content/formats and metadata when needed. It isn’t relevant to compare a spatial audio format to MPEG-H because they are entirely different components.

MPEG-H is the “container” and “codec” and “packaging” for potentially any multichannel/spatial/interactive audio content, whether it is Mach1 Spatial, ambisonics, surround sound, something custom made, Sony360 Reality or Dolby Atmos. All of these formats can be packaged in a codec and you can use MPEG-H as your preferred codec for that packaging. MPEG-H is suited to modernize and support the growing requirements of audio object solutions that require meta-data for processing. In short, it’s a file container for audio that requires an audio engine with 3D math support to render that audio. So on it’s own, MPEG-H is just an empty container, which begs the question of how to fill that container with audio content.