What is it?

Spatial audio is any audio system that positions sound in three-dimensional space around the listener. In the fulldome context, it means audio that matches the immersive visual environment β€” sounds can come from above, behind, below, and all around.

Spatial Audio Families

  • Channel-based β€” fixed tracks for fixed speakers (5.1, 7.1, 7.1.4)
  • Ambisonics / HOA β€” mathematical sound field encoding, decoded to any layout
  • Object-based β€” individual sounds positioned as spatial objects (Dolby Atmos, d&b Soundscape)
  • Wave Field Synthesis β€” physical wavefront reconstruction using dense arrays
  • VBAP / DBAP β€” vector-based panning methods for arbitrary speaker layouts

The DFW Forum transcripts reveal a community actively debating these approaches β€” with 3rd order HOA emerging as the most portable delivery format, while venues like the Satosphere (SAT MontrΓ©al, 98 speakers) support all formats simultaneously.

Why It Matters for Dome

As Monica Bowles noted in the DFW Innovative Sound Strategies forum: "Audio is 50% of the experience" β€” citing George Lucas. The dome is one of the few environments where full-sphere spatial audio makes physical sense: the visual hemisphere wraps around and above you, and the audio should match.

Key Tools

  • IEM Plugin Suite β€” free, open-source HOA tools from Graz
  • Spatial Audio Designer β€” Tom Ammermann’s tool with binaural monitoring for 70+ venues
  • SpatGris β€” open-source from SAT R&D lab
  • SPAT Revolution β€” IRCAM’s professional spatial audio engine
  • dearVR β€” now free via Sennheiser

See also: Ambisonics β†’ Β· HOA β†’ Β· Wave Field Synthesis β†’ Β· Binaural β†’

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