Ambisonics is a scene-based way to capture and store a full sphere of sound around a single point, independent of any speaker layout. Rather than channels tied to positions, it represents the sound field mathematically (the classic four-channel B-format is first-order; higher orders add channels for sharper directionality). Its defining advantage is that the whole field can be rotated cheaply, which is exactly what head tracking in VR and 360-degree video needs — turn your head and the scene turns with you. At playback it is decoded to whatever you have: a speaker array, or binaural stereo over headphones via HRTFs. That flexibility makes Ambisonics the natural spatial format for immersive and interactive media.

Book cover: Audio for Video, Volume 5 of the Fora Soft Video Engineering Handbook

The book · Volume 5 of 7

Audio for Video: A Complete Guide to Sound in Video Products: From Jitter Buffers and Lip Sync to Atmos, Quality Metrics, and Neural Codecs

Ambisonics is the natural format for 360 video and VR sound, but rendering it to headphones well depends on the HRTF and head tracking. Volume 5 covers ambisonics in detail within spatial audio: ambisonics and binaural rendering, Dolby Atmos, object-based sound and how spatial audio stays in sync with video. Written by Nikolay Sapunov, CEO at Fora Soft.

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