Spatial Sound Card

This documentation is targeted for a developer audience. For end-user tư vấn for enabling spatial sound on your device, see How to turn on spatial sound in Windows 10.

Bạn đang xem: Spatial sound card Spatial Sound is’s platform-màn chơi solution for spatial sound tư vấn on Xbox, Windows & HoloLens 2, enabling both surround và elevation (above or below the listener) audio cues. Spatial sound can be leveraged by Windows desktop (Win32) apps as well as Universal Windows Platkhung (UWP) apps on supported platforms. The spatial sound APIs allow developers to create audio objects that emit audio from positions in 3D space. Dynamic audio objects allow you to emit audio from an arbitrary position in space, which can change over time. You can also specify that audio objects emit sound from one of 17 pre-defined static channels ( that can represent real or virtualized speakers. The actual output format is selected by the user, & can be abstracted from Spatial Sound implementations; audio will be presented lớn existing speakers, headphones, và trang chủ theater receivers without needing any code or content changes. The platsize fully supports real-time Dolby Atmos encoding for both HDXiaoMI and stereo headphone output, DTS:X for Headphones, và Windows Sonic for Headphones encoding for stereo headphones. Finally, Spatial Sound apps abide by the system mixing policy, và their audio will also be mixed with non-spatially aware apps. Spatial Sound support is also integrated inkhổng lồ Media Foundation; apps that use truyền thông foundation can successfully play Dolby Atmos nội dung with no additional implementation.

Spatial sound with Spatial Sound supports TVs, trang chủ theaters, và sound bars that tư vấn Dolby Atmos. Spatial sound can also be used with any pair of headphones the consumer may own, with audio rendered by the platkhung using Windows Sonic for Headphones, Dolby Atmos for Headphones, or DTS Headphone:X.

Enabling Spatial Sound

Whether as a developer or a consumer, a user must enable Spatial Sound on their device in order khổng lồ hear spatialized sound.


On Windows PCs, this is done via the properties page for a given sound output device. From the Sound control panel, select an output device và clichồng Device properties. In the Spatial sound section of the page, if the device supports spatial sound, you can select one of the available formats from the Spatial sound format dropdown.


You can also enable Spatial Sound by right-clicking the Volume icon in the taskbar.


Xbox One

On Xbox One, Spatial Sound capabilities are always available for the consumer, and are enabled via the Settings App under General -> Volume và audio output.


After Dolby Atmos for trang chính theater is selected as a “Bitstream format”, tư vấn for this format is checked via HDMI Extended Display Identification Data (EDID). If the HDXiaoMI device does not tư vấn the format, an error message is displayed to lớn the user. Note that selecting this option the first time requires the user download the Dolby Access phầm mềm.

If a format other than "Bitstream out" is selected for HDXiaoMi MI audio then the Bitstream format dropdown is disabled.


Select Dolby Atmos for Headphones, DTS Headphone:X, or Windows Sonic for Headphones from the Headmix format dropdown under Headset audio


When Spatial Sound is not available (for instance, when playing khổng lồ embedded máy vi tính stereo speakers, or if the user has not explicitly enabled Spatial Sound per above), the number of available dynamic objects returned by ISpatialAudioClient::GetMaxDynamicObjectCount to an application will be 0.

HoloLens 2

On HoloLens 2, Spatial Sound is enabled by mặc định & uses hardware DSP offload designed specifically for Windows Sonic for Headphones. Spatial Sound and Audio Middleware

Many phầm mềm & game developers use third các buổi tiệc nhỏ audio rendering engine solutions, which often include sophisticated authoring và auditioning tools. has partnered with several of these solution providers to implement Spatial Sound in their existing authoring environments. This will frequently mean the APIs discussed here are abstracted from the app’s view; they are wrapped as digital signal processing (DSP) plug-ins that the app can instantiate, và which the app’s audio implementer can use khổng lồ mix lớn a Spatial Sound channel bed, subset, or skết thúc individual voices lớn dynamic object instance plug-ins as desired. Consult with your audio middleware solution provider for their màn chơi of support for Spatial Sound. Spatial Sound for Audio Renderers

Many audio renderers target a Windows Audio Session API (WASAPI) IAudioClient endpoint, where the application feeds buffers of mixed & format-conformed audio data to a WASAPI audio sink; the delivered buffers are then consumed for mixing with other clients, final system-màn chơi processing, và rendering. Spatial Sound spatial endpoints are implemented as ISpatialAudioClient, which has many similarities to lớn IAudioClient. It supports static sound objects forming a channel bed, with tư vấn for up to channels (8 channels around the listener – Left, Right, Center, Side Left, Side Right, Baông xã Left, Back Right, & Baông xã Center; 1 low frequency effects channel; 4 channels above the listener; 4 channels below the listener). And it supports dynamic sound objects, which can be arbitrarily positioned in 3 chiều space.

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The general implementation coding pattern for ISpatialAudioClient is:

Create static and/or dynamic audio objects.Feed each object’s audio buffer each frame so the system can render it.Update dynamic objects’ 3 chiều positions on demvà – as frequently (or infrequently) as the phầm mềm desires.

lưu ý that the current output format (speakers or headphones; Windows Sonic for Headphones, Dolby Atmos, or DTS Headphone:X) is abstracted from the above sầu implementation – the app developer can focus on spatial sound without needing lớn pivot based on format. Apps that do want their behavior to diverge based on output format can query the format in use, but the abstraction means an tiện ích is not required to handle these formats. Spatial Sound Integration with Audio Renderers

Because ISpatialAudioClient is an audio sink that consumes data, an audio renderer has several options for how lớn interact with và deliver audio data khổng lồ it. There are three commonly used integration techniques (& for titles using audio middleware, you may see equivalent plug-ins made available based on these options):

7.1.4 panners and mastering voice: Renderers that already tư vấn 7.1 endpoints may opt to simply add support for the four additional height channels that the ISpatialAudioClient static channel bed supports. Any channel panning they previously did (likely already leveraging x,y, z coordinates) can be updated to now include these height channels. This often offers the least disruption khổng lồ renderer và app audio workflows, signal, flow, and set control. Over headphones, note that the full phầm mềm mix will be spatialized – so even stereo music may be perceived as “externalized” from the listener.Maintain existing endpoint, plus add a 7.1.4 bus (and panners): Some titles may choose to lớn maintain two endpoints: their existing stereo WASAPI endpoint (for “direct to ears” nội dung not meant khổng lồ be spatialized) alongside an ISpatialAudioClient static channel bed supporting 7.1.4 (or even up to Of course, managing interactions between two mixes presents additional challenges to lớn content creators, though synchronization is maintained, as both WASAPI and ISAC instances active sầu at a given time do use the same buffer form size và clochồng for processing.Use dynamic sound objects for certain voices or submixes: Offering perhaps the most detailed/accurate positioning, but potentially creating set opacity, this technique involves using ISpatialAudioClient dynamic sound objects. chú ý that the metadata plus audio buffer is delivered lớn the renderer, so these sounds will be opaque to the rest of the app set. Additionally, since there are a limited number of available dynamic sound objects, the renderer will need lớn consider implementing prioritization techniques – culling, sound co-location, blending to lớn the static channel bed, & so on. Games have frequently used this technique for individual “hero” sounds, such as a helicopter that will move sầu around above sầu the listener.

Renderers can also mix và match between these approaches. Spatial Sound Runtime Resource Implications

On Windows & Xbox, the number of available voices varies based on the format in use. Dolby Atmos formats support 32 total active sầu objects (so if a 7.1.4 channel bed is in use, đôi mươi additional dynamic sound objects can be active). Windows Sonic for Headphones supports 128 total active objects, with the Low Frequency Effects (LFE) channel not actually being counted as an object -- so when an channel bed is in use, 112 dynamic sound objects can be active sầu.

For Universal Windows Platsize apps running on Xbox One game consoles, realtime encode (for Dolby Atmos for home theater, Dolby Atmos for Headphones, DTS Headphone:X, và Windows Sonic for Headphones) is performed in hardware at no CPU cost.

FormatMax Static Objects (Channel Bed)Max Dynamic Objects Xbox OneMax Dynamic Objects WindowsMax Dynamic Objects HoloLens 2
Dolby Atmos (HDMI)12 (7.1.4)2020NA
Dolby Atmos (Headphones & Built-in Speakers)17 (
DTS Headphone:X (Headphones)17 (
Windows Sonic for Headphones17 (

Apps should also consider the following resource implications:

Storage/disc bandwidth: Linear nội dung pre-authored khổng lồ 7.1.4 will typically be larger than 7.1 linear content (though perceptual codecs already often take advantage of channel correlation lớn make this far less than the một nửa more actual channels of audio data)Other digital signal processing costs: Some previously global effects may now become instanced per dynamic sound object. Additionally, some nội dung creators may wish khổng lồ update some DSPhường effects khổng lồ tư vấn additional channels or use them uniquely. Spatial Sound and Sound Spatialization Cues Spatial Sound is focused on sound positioning simulation on an idealized sphere around the listener. Windows Sonic for Headphones, DTS Headphone:X, & Dolby Atmos implement speaker mapping and virtualization khổng lồ headphones, but note that many other aspects of sound spatial simulation, already typically implemented in nội dung creator-enabled ways, are left lớn existing engines. Content creators continue khổng lồ use the existing game tools và processes they’ve previously had for such spatial cues as Doppler, distance-based attenuation & filtering, occlusion & obstruction, and environmental reverberation.

Additional Resources

Spatial Sound Interfaces

ISpatialAudioClientEnables a client to lớn create audio streams that emit audio from a position in 3 chiều space.
ISpatialAudioObjectRepresents an object that provides audio data khổng lồ be rendered from a position in 3D space, relative sầu to lớn the user.
ISpatialAudioObjectRenderStreamProvides methods for controlling a spatial audio object render stream, including starting, stopping, và resetting the stream.
ISpatialAudioObjectRenderStreamNotifyProvides notifications for spatial audio clients to respond to changes in the state of an ISpatialAudioObjectRenderStream.