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Spatial Audio has gained significant attention in recent years, promising a more immersive and realistic listening experience even with wireless headphones. However, with a growing number of solutions on the market, many users find it difficult to differentiate between various offerings. Companies frequently use similar terminology—head-tracking, HRTF, immersive sound—but the nuances in implementation and user experience are what truly define “better” Spatial Audio.
This article aims to break down what actually makes a difference in Spatial Audio by analyzing the impact of features like Head-Tracking, HRTF, and Reverb across different solutions. By conducting objective measurements and subjective evaluations, we uncover the strengths, weaknesses, and marketing myths surrounding the industry’s leading products.
Spatial Audio earbuds aim to recreate the perception of three-dimensional sound we are used from loudspeaker. To achieve this, different technical methods are employed to simulate how we naturally perceive sound in the real world. Three of the most critical aspects of Spatial Audio rendering are
Each plays a distinct role in shaping the experience, and understanding their interaction is key to distinguishing high-quality implementations from ineffective ones.
The Head-Related Transfer Function (HRTF) is a mathematical model that simulates how our ears and head shape incoming sound waves. Because every human has a unique ear and head shape, sounds reach our ears with subtle time, level, and frequency differences. These interaural differences allow us to determine where a sound originates in three-dimensional space—whether it’s coming from behind, above, or the sides.
With headphones, however, audio is delivered directly to each ear without the natural filtering effects of the outer ear and the reflections from our surroundings. This makes headphone-based audio sound “inside the head” rather than externalized. HRTF processing corrects this by simulating how sound would naturally arrive at the ears, making it possible to create out-of-head localization where sounds appear to come from real-world positions around the listener.
Key factors in HRTF processing for spatial audio and wireless earbuds are:
Since no universal HRTF exists that works equally well for everyone, some companies are exploring dynamic or AI-based HRTF selection to optimize user experience. However, personalization is still a developing field, and many users cannot easily tell the difference between a generic and a personalized HRTF in casual listening scenarios.
Head-tracking dynamically adjusts the sound levels and audio scene based on the listener’s head movements, ensuring that sounds remain anchored in place. Why Head-Tracking in my opinion matters more than pHRTF (Personalized HRTF)?
While personalized HRTFs aim to fine-tune localization, head-tracking has a far greater impact on perceived realism. Without head-tracking:
With even basic head-tracking, spatial perception improves significantly because our brain expects small changes in sound position when we move. Even if an HRTF is not perfectly matched to the listener, a well-implemented head-tracking system can compensate for many inaccuracies.
However, head-tracking is not foolproof:
Despite its challenges, head-tracking remains one of the most effective ways to enhance Spatial Audio realism, often more than fine-tuning HRTFs alone.
Reverb (reverberation) is an essential part of how we perceive space. In real-world environments, sound waves reflect off walls, floors, and ceilings, creating a sense of distance, room size, and acoustic texture. In headphone-based Spatial Audio, these reflections must be simulated to avoid the unnatural “dry” sound typical of direct headphone playback.
To conduct a meaningful comparison of spatial audio systems, I employed a structured testing approach that balanced objective measurements with subjective listening evaluations. The goal was to assess the actual performance of head-tracking, HRTF (Head-Related Transfer Function) accuracy, and reverb behavior in real-world use cases, avoiding the common pitfalls of marketing claims that often don’t translate into user-perceivable improvements.
I tested three Spatial Audio solutions:
To eliminate bias and ensure consistency, I only tested 7.1.4 Dolby Atmos content. I deliberately excluded spatialized stereo, as many spatial sudio solutions introduce artificial processing in this mode, which can distort audio quality in the comparison.
To compare how different solutions handled spatial positioning, externalization, and timbre accuracy, I selected three key reference tracks that presented distinct challenges for spatial rendering:
Elton John – Rocketman
Hans Zimmer – Dune (OST)
Tiesto – Boom
These tracks were deliberately chosen to test a broad range of spatial audio characteristics—from natural acoustic environments (Elton John), to filmic immersion (Hans Zimmer), to extreme electronic noise and movement effects (Tiesto).
At first glance, playing back Spatial Audio content might seem straightforward—just load a 7.1.4 wav-file and listen. However, the reality was far more complicated. Ensuring proper playback of 12-channel WAV files turned out to be a challenge, especially on an Android device, where different apps handle multichannel audio inconsistently.
This inconsistency in how different platforms handle spatial audio files highlights a major gap in standardized multichannel audio playback outside a robust set of dedicated Spatial Audio ecosystems.
I am aware that comparing a fully finished product (like Apple or Samsung) to Ceva, which is not yet on the market with a multichannel audio solution, may seem a bit imbalanced. However, Ceva does have stereo products on the market, such as the Nirvana Europia (headset) and Nirvana Ivy (TWS).
This comparison focuses exclusively on multichannel audio, not spatialized stereo or stereo-to-3D audio. Despite not having a multichannel product yet, Ceva is making significant strides in this space as I could experience with their demo.
1–3 Points (good, better, best) | Apple AirPods Pro 2 | Samsung Galaxy Buds Pro 2 | Ceva Reference Implementation |
---|---|---|---|
Head-Tracking | 2P Smooth and accurate, but can drift over time |
1P Slower response, sometimes misaligns audio |
3P Customizable reset and recalibration for better long-term accuracy |
HHRTF Processing | 3P Personalized via iPhone scan (but differences are often subtle) |
1P Uses a predefined HRTF model (one-size-fits-all) |
2P Multiple selectable HRTFs could help users find their favorite |
Reverb Simulation | 2P Fixed reverb settings, neutral but lacks user control |
1P Stronger fixed reverb, can sound artificial in some cases |
3P Best balance between timbre – localization with a reverb combining and EQ |
Externalization Strength | 1P Good, but some tracks collapse into the head when turning off head-tracking |
2P Weaker externalization, some tracks feel more “inside the head”, changes timbre |
3P Works with most content I tested, tweaking the settings even got better results |
Point Rating | 8 Points (2nd place) |
5 Points (3rd place) |
11 Points (Winner) |
One of the biggest indicators of high-quality Spatial Audio is how well it creates a convincing sense of sound coming from outside the head. A great system should make sounds feel like they exist in a real-world environment rather than being trapped inside the headphones. However, many systems introduce artifacts and noise that break this illusion.
Apple delivers a mostly solid experience but isn’t perfect. Promises seamless, personalized Spatial Audio, but in blind tests, many users struggle to hear a clear difference between generic and personalized HRTFs. While the tracking is effective, the personalization claims are overstated.
Samsung largely mimics Apple’s approach of one-size-fits-all but with weaker execution. Overuses the term “Dolby Atmos”, even for basic stereo upmixing. Many users expect true object-based spatialization, but in reality, some implementations just widen the stereo image rather than creating a real 3D space.
Ceva prioritizes flexibility over simplicity, offering the most control with interesting USPs but requiring manual tuning. Offers the most depth in customization, but the complexity makes it less accessible. Users who want plug-and-play simplicity may find it overwhelming.
This article was written in collaboration with Ceva. While the collaboration included financial compensation, the opinions and evaluations expressed here are solely based on my independent, professional assessment.
Exciting technologies by Ceva can be found hereThe Spatial Audio market is still evolving, and upcoming developments could further enhance the experience by addressing current limitations. Some key areas of future growth include:
More on that for true wireless earbuds in part two of this article.
Spatial Audio is already transforming how we listen, but the best experience depends on how well the technology is implemented.
The key to a truly immersive experience will be finding the right balance between automation and user control—ensuring that Spatial Audio adapts to the listener, rather than forcing the listener to adapt to the system. This is what Apple and Samsung is trying to achieve but currently not working with the intended wow-effect.
Spatial Audio is still evolving, and the difference between great and average implementations comes down to both technology and content quality.
If you’re curious about what truly great Spatial Audio content can achieve, let’s talk.
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