Bildschirm mit blau leuchtenden Datenzeilen im Dunkeln
Cheat SheetCheat SheetTools

Spatial Audio format support for 360° Video Player VR Apps

Content

    More and more possibilities for an immersive audio experience mode can be seen – or better heard. Since different platforms sometimes require different spatial audio file formats, I want to give a brief overview of the current situation in terms of virtual reality sound. If you want to know more details, read my article about the pros and cons.

    Updates

    Update 2026/08

    • Vimeo: “no spatial audio yet” is out of date. Vimeo documents AmbiX in first and second order (Engineering Blog, 14 Dec 2023). Opus with mapping family 2 is preferred, AAC works when the SA3D box is present. Without Opus support only the W channel survives. Third order is accepted on upload and Vimeo reports the 16 channels back correctly (own test, 13 Aug 2026). Whether third order actually survives to playback is not established yet, that cross-check is still open. Not mentioned in the docs: in player code 4.46.93 Vimeo filters out every Opus track above first order on Chromium browsers, and Safari and iOS take the non-Opus branch anyway. The full path only runs in Firefox. The decoder itself is not capped, it takes the order straight from the stream.

    • Vimeo, picture and container: 360 is capped at 4K, so an 8K master has to be scaled down. Stereoscopic is top-and-bottom only, side-by-side gets converted. Metadata is accepted as Google Spatial Metadata V2 or Apple Projected Media Profile, and both are delivered: Spherical V2 in h.264 and APMP in 10-bit HEVC or MV-HEVC. APMP 180/360 arrived on 23 Oct 2025. Apple Immersive Video and APMP Wide FoV are not supported.

    • DeoVR: no local playback of spatial audio. MKV is rejected as “unsupported format” — the exact container DeoVR lists as supported. The YouTube format (AmbiX) doesn’t decode either. Streaming spatial audio online works, so the failure isn’t the format, it’s local playback.

    • VLC: still the most reliable desktop option, but stay on the stable 3.0.x branch. The 4.0 nightlies drop the native MP4 demuxer, so 360° projection is lost and the video plays back flat. Binaural is off by default — enable “Headphones mode (binaural)” in the Ambisonics renderer settings.

    • Apple Vision Pro: 180° video with ASAF (Apple Spatial Audio Format), encoded as APAC (Apple Positional Audio Codec), is confirmed working. For 360° you need visionOS 26 and the Apple Projected Media Profile (APMP) — audio is APAC there as well, but capped at 3rd order ambisonics, and the file has to be opened from the Files app rather than Photos.

    • YouTube: 360° head tracking is broken again. After the Eclipsa rollout it worked for a while — ambisonics without a head-locked track decoded and tracked properly — but right now it does not. In the desktop browser it fails outright. In the YouTube app on Meta Quest 3 the decoding itself is correct as long as you look straight ahead, but the moment you turn your head the sound field stays where it is instead of following you. Check it for yourself with my two test uploads: Ambisonics Check and Head-Tracked vs Head-Locked. Head-locked stereo was an official YouTube feature once — the specification has not been updated in years. Whether Eclipsa Audio is meant to cover 360° video at all is still an open question: there is no confirmation anywhere that it works with 360° footage, and the statements floating around contradict each other — several of them suggest support is still coming. Until someone puts that in writing, treat it as unconfirmed.

    Update 2025/10

    • Meta Quest 3: AmbiX no longer plays back, and Two Big Ears (TBE) doesn’t either. Meta has since confirmed to me officially that TBE is no longer supported — their own format, acquired when they bought Two Big Ears. What worked reliably is gone, so my earlier recommendation no longer holds. The native player situation keeps shifting on top of that: what used to be Oculus Video Player became Oculus Gallery, and today only the Gallery is left — it crashes almost immediately when you try to play a video. Oculus TV filled in for a while, but it is no longer usable for local files either. When a 360° video did open, it launched a separate media player, and there the ambisonics track ran nearly half a second behind the picture.

    • YouTube: Eclipsa Audio has landed, and on the upload side it genuinely works. I have uploaded multichannel audio in a whole range of channel layouts, up to third order ambisonics, and all of it came back decoded the way it went in — you can listen through the results in my Eclipsa Audio – Sound Checks playlist. 360° video is the part that had been broken for a long time before that: ambiX still decoded, but it was rendered without head tracking, so turning your head inside the picture changed nothing at all. YouTube then also dropped support for the head-locked stereo track on channels 5+6 it had introduced in 2018 (see the 2018/11 update below), which leaves those files playing back plainly broken.

    Update 2024/03

    • Meta Quest 3: Works just like Meta Quest 2 and Oculus Quest, BUT with v62 to v63 Meta crashed something so I recommend not updating the device yet.

    • Pico G3: Although I had big hopes, it didn’t show any sign of spatial audio with the files I tested. But it does have a feature to upmix stereo, just like Apple’s Spatialize Stereo, which is useless for 360 videos thought

    • Apple Vision Pro: I was able to play back a Dolby Atmos File with the Gallery. Also the Spatial Video recorded with the devices contain multiple audio-tracks. More on that soon

    Update 2021/12

    • Pico Neo 2 and Pico Neo 3 Pro still don’t work, unfortunately. Currently testing with several devices and in contact with the team. Investigating workaround with surround sound instead of ambisonics.

    • HTC Vive Focus 3 and Vide Flow also don’t work, but market the headset with “immersive spatial audio straight out of the box”, what the hell?

    Update 2021/03:

    • Pico Interactive does currently not support spatial audio. The playback of mkv is not smooth. Support for Pico G2 4k, Pico Neo 2, and Pico Neo 3 to be announced.

    Update 2020:

    • Support Oculus Quest and Oculus Quest 2 added to the Oculus Go section.

    Update 2019/10:

    • JauntVR and LittlstarVR who supported Dolby Atmos VR are now marked as offline

    Update 2019/04:

    • Due to popular requests, I added a headline for iOS devices, such as iPhone, iPad and iMac. Also: VeeR VR added to iOS devices for VR.

    Update 2018/11:

    • YouTube now supports an optional Head-Locked Stereo track similar to Facebook, but mapped to channel 5+6 while channel 1-4 remain First Order Ambisonic (FOA), Ambix

    Update 2018/06:

    • Oculus Go added. Oculus Video Player and Oculus Gallery allow watching videos made for YouTubeVR and FacebookVR offline as mp4 before uploading. SamsungVR Video works similarly to GearVR. Thanks to Angelo Farina for testing.

    Update 2018/05:

    • Samsung Gallery for GearVR claims to have “3D spacial sound”. You get a feel of head-tracked sound, but even if you load a stereo, it will create two sound objects in space which will rarely correspond with the visual.

    • Oculus Video Player for GearVR both Two Big Ears and ambiX

    Update 2018/04:

    • Windows Mixed Reality Headsets (e.q. Samsung Odyssey) are supported by Vive Cinema via Viveport. Credits to GRID Lab at Ohio University. Vive Cinema is also supported by Oculus.

    Update 2018/01:

    • VideoLAN VLC Media Player (VLC 3.0 Vetinari) now supports higher order ambisonics

    Update 2017/11:

    • GoPro VR Player (former: Kolor 360° Video Player) now supports spatial audio!

    • Mach1 Spatial Audio added to SamsungVR for GearVR and Android

    Update 2017/10:

    • HTC Vive Cinema supports a great variety of surround sound formats!

    Update 2017/09:

    • YouTube now supports iOS devices for spatial audio playback

    • YouTube also enables stereoscopic VR180 Videos

    • The Desktop Version of Oculus Video for Oculus Rift now supports the “Two Big Ears” Format.

    If you know about any updates, please let me know: write me a message

    Futuristic DJ setup with blue lighting

    360° Video Players and Audio Formats: Why Sound Makes the Difference

    360° videos are a fantastic way to experience immersive movies and content – whether it’s through VR headsets like the Oculus Rift or simply on a desktop. The various options for video playback and the unique experience of 360° videos offer a wide range of possibilities. However, while video playback is becoming easier, one aspect often gets overlooked or underestimated: audio formats.

    Unfortunately, many 360° video players and platforms don’t clearly specify which audio formats they support. Especially if you want to enjoy 3D audio, things can quickly get complicated. As an expert in 360° videos and audio, I want to provide some guidance and show you how to ensure that sound and visuals align perfectly for an amazing experience.

    Why Audio Formats Matter

    In the world of 360° videos and standalone vr devices , 3D audio makes all the difference. It allows you not only to see but also to “hear” where a sound is coming from. Whether it’s a car passing behind you or a bird chirping above your head – the right audio format makes the experience much more realistic.

    Here’s the problem:

    • Lack of transparency: Many video players or devices don’t clearly state which audio formats they support.

    • Incompatible formats: Not all players can handle Ambisonics or binaural audio, which are typical for 360° content.

    • Platform dependence: A format that works on Windows might have issues on iOS or Android.

    Close-up of a loudspeaker driver in blue light

    The Most Common Audio Formats for 360° Videos

    1. Ambisonics (B-Format): The standard format for 3D audio in 360° videos. It enables sound positioning in all directions.

      • Tip: Many cameras, like the Insta360 or GoPro Max, record directly in Ambisonics. 3D videos have specific audio format requirements to create an immersive experience. Using headsets and specialized software can greatly enhance the enjoyment of 3D content.
    2. Binaural Audio: Perfect for headphone users, as it realistically recreates 3D sound. However, the files must be specially mixed for this.

      • Challenge: Not all players natively support binaural audio.
    3. Stereo: The standard for traditional videos. Works everywhere but is less impressive for immersive 360° content.

      • Advantage: Good compatibility but less immersive.
    4. 5.1 or 7.1 Surround Sound: Provides great spatial sound depth but requires compatible hardware.

      • Note: Not every system is equipped for these formats.

    Major Challenges with Audio Formats for VR Players

    1. Lack of clarity: Many users are unsure which formats their devices or players support, and the information is often hard to find.

    2. Testing compatibility: It’s not always easy to test whether an audio format is compatible without first converting files. A VR player can help here, as it supports various audio formats and provides high playback quality.

    3. Incompatible devices: Some devices or players, like older smartphones or VR headsets, are simply not designed for modern audio formats.

    Close-up of a loudspeaker in neon light

    My Tips: How to Stay on Top of Things with a VR Headset

    As an expert, I regularly test different devices and formats to find out what works best. Here are my recommendations to help you do the same:

    1. Test your setup: Download test videos with different audio formats (e.g., Ambisonics or binaural audio) and try them on your devices.

    2. Use specialized tools: Programs like Reaper or Spatial Audio Designer can help you analyze and convert audio formats optimally.

    3. Use an app: Utilize an app on your iOS or Android device to test and play 360° videos. Mobile apps provide a superior user experience and offer features like downloading videos for offline viewing or interacting with 360° content in a user-friendly environment.

    4. Consult experts: If you get stuck, feel free to contact me for help testing your setup. Just send me the details about your device and video format, and I’ll find the right solution for you.

    Finely drawn blue bands of waves on a dark background

    Conclusion: Audio Formats Make the Difference

    360° videos are only truly impressive when the sound is right. Unfortunately, the topic of audio formats is often overlooked, even though it’s just as important as video quality. With a bit of know-how and the right tests, you can ensure that visuals and sound harmonize perfectly – for an unforgettable experience.

    If you have any questions or need support, feel free to reach out! I regularly test different setups and am happy to share my experiences.

    Online Video Platform

    Platform Format Description Device Source
    Samsung VR Ambix, 5.1, Quadraphonic, Quad-Binaural, Mach1 4 channel Ambisonics, 6 speaker setup, quad-layout at 0°, 90°, 180° and 270°, isotropic spatial: 8×1 Android App, GearVR Oculus App, Desktop Internet Browser Samsung VR specs
    YouTube Ambix; Eclipsa Audio (IAMF) 4 channels, First Order Ambisonic (FOA). The optional Head-Locked Stereo track on channels 5+6 is no longer supported. Eclipsa Audio accepts multichannel uploads up to third order ambisonics, but 360° head tracking is currently broken — see the 2026/08 update Desktop browser, Android, iOS, YouTube app on Meta Quest 3 YouTube Help
    Facebook Two Big Ears 8 channels, Hybrid Higher Order Ambisonics + optional stereo track for static sounds works on pretty much all devices FB360 Spatial Workstation
    JauntVR Dolby Atmos VR, Ambisonics “support Dolby Atmos, as well as all other ambisonic, surround and standard audio formats.” Android App, GearVR Oculus App, Desktop Internet Browser JauntVR is down unfortunately
    LittlstarVR Dolby Atmos VR 6 channel EC3 transcoded Atmos Printmaster File (.atmos) Android App, GearVR Oculus App, Desktop Internet Browser -> Content Publishers Dolby VR is down unfortunately
    Vimeo AmbiX 1st and 2nd order (4 / 9 ch) Head-tracked audio for 360 is AmbiX only. Opus (mapping family 2) preferred, AAC accepted with the SA3D box; without Opus the player falls back to W only. 5.1 and 7.1 exist as output layouts but are not head-tracked. 360 capped at 4K, top-and-bottom only. Metadata: Google Spatial V2 or APMP. Browser, Vision Pro, Vimeo apps Vimeo Help

    Apps for Android devices that work offline

    Platform Format Description Device Source
    Jump Inspector Ambix 4 & 16 channels supports the same format as YouTube FOA (first-order ambisonic) and additional a support for TOA (third order ambisonic) with 16 audio tracks Android Smartphone, check link -> Jump Inspector Help
    Samsung VR Ambix, 5.1, Quadraphonic, Quad-Binaural, Mach1 same as stated above, but works also without a GearVR GearVR Oculus App, Desktop Internet Browser Samsung VR specs

    Samsung GearVR (Oculus Store)

    Platform Format Description Source
    Oculus Video Player Two Big Ears, Ambix YouTube FOA works same as for uploading to YouTube. For Facebook: mp4 is not supported, but experimental MKV-Opus for tbe Before: Ambix and .mkv-container. Before: FuMa FB360: Oculus Video
    Samsung VR see above see above Samsung VR specs
    Samsung Gallery fake spatial sound when playing a video with a plain stereo soundtrack, it gets spatialized as two point sources which are head-tracked. Can be a nice effect but is mostly confusing Samsung Gallery
    JauntVR Dolby Atmos VR, Ambisonics see above JauntVR is down unfortunately

    Oculus Go, Oculus Quest, Oculus Quest 2, Meta Quest 3

    Oculus / Meta Quest likes to rename the apps (and the company, lol). The natively installed player was once Oculus Video Player, then Oculus Gallery, and for a while Oculus TV gave you access to internal storage. None of that holds anymore — see the 2025/10 and 2026/08 updates above. The table below documents what these apps supported while they still worked.

    Platform Format Description Source
    Oculus Video Player Two Big Ears, Ambix see above, but allows mp4s with tbe-format. So Side-Loading of YouTube and Facebook Videos now possible inside one app Oculus Video Player
    Oculus Gallery see Oculus Video Player works similar to Oculus Video Player Oculus Gallery
    Samsung VR Videos see above see above Samsung VR Videos
    SKYBOX VR Video Player spatial audio not supported / SKYBOX VR Player
    DeoVR spatial audio: streaming only Local files fail: MKV rejected as “unsupported format” despite being listed as supported, ambiX mp4 not decoded. Streamed content with spatial audio plays fine. /

    iOS Devices (iPad, iPhone, iMac, Macbook etc.)

    Since Apple is lagging a bit behind, I want to show some possibilities to play back 360° Video with a viewer and spatial sound on those devices due to popular request

    Platform Format Description Source
    Facebook FB360 Two Big Ears 8+2 channels, so above. Use Chrome Browser or Firefox on desktop, Safari usually not supported. Use dedicated Facebook App on iPhone or iPad FB360 Spatial Workstation
    YouTube Ambix, FOA Update: Now also iOS. Use Chrome Browser or Firefox on desktop, Safari usually not supported. Use dedicated Facebook App on iPhone or iPad YouTube Help
    VeeR VR “4-channel first order ambisonics” Global VR Content Community for Oculus, Windwos Mixed Reality, Vivi, Mi, Daydream. But sound for WebVR and Android is under currently development so it’s not listed in the other tables VeeR VR support

    Desktop Computer, Oculus Rift or HTC Vive

    Platform Format Description Source
    GoProVR 2nd and 3rd order ambisonics; no tbe yet former named Kolor Eyes Player GoPro VR Player ; Google spatial audio RFC
    HTC Vive Cinema Ambisonics Ambix (1st, 2nd or 3rd order); ITU 5.1, 7.1; TBE Supports a great variety: FOA, TBE, 2nd HOA, or 3rd HOA with 4, 9 or 16 channels each. Also standard loudspeaker ITU 5.1, 7.1 and Two Big Ears format by metadata Vive Cinema on Viveport
    FB360 Videoplayer Two Big Ears Not only works as a slave with a DAW, but as standalone on a Desktop as well as Oculus Rift and Vive. Just import your video and .tbe-file FB360 Video Player docs
    Oculus Video Player Two Big Ears Encode your video with the tbe wav-file just like for GearVR. Experimental MKV-Opus with lossless compression FB360: Oculus Video on Rift
    OZO Preview Ambix supports the native format of Nokia Ozo camera, which is a for channel ambisonics B-Format Nokia OZO 1.5.0
    VLC Media Player ambiX (ACN/SN3D) 1st–3rd order, 5.1, 7.1 Ambisonics renderer up to 3rd order, ambiX only — no FuMa. Needs the SA3D metadata box, not just the channel count. Head-locked stereo supported as 4+2. Binaural is off by default. Use stable 3.0.x; the 4.0 nightlies lose 360° playback. VLC 3.0 release notes
    AudioEase WebVR Ambix just add the video and sound you would need for YouTube without the need to uploading anything AudioEase 360 WebVR
    Labs 8Plan Ambix, FuMa similar to AudioEase, but for sound only on Chrome Browser Plan8 Ambisonics player
    Harpex-B Player Ambix free to download, an Ambisonic B-Format Decoder to play around with your audio on Headphones or surround loudspeaker Harpex download
    See more practical use for 360 videos

    Let’s talk about your project

    Are you working on a VR experience and the audio still feels flat?

    Get in touch →

    This website uses cookies. If you continue to visit this website, you consent to the use of cookies. You can find more about this in my Privacy policy.
    Necessary cookies
    Tracking
    Accept all
    or Save settings