{"id":2652,"date":"2020-12-10T14:43:34","date_gmt":"2020-12-10T13:43:34","guid":{"rendered":"https:\/\/www.vrtonung.de\/grosse-uebersicht-von-3d-audio-content\/"},"modified":"2026-08-24T20:45:55","modified_gmt":"2026-08-24T18:45:55","slug":"3d-audio-content","status":"publish","type":"post","link":"https:\/\/www.vrtonung.de\/en\/3d-audio-content\/","title":{"rendered":"The Great 3D Audio Content Overview: inspiring demo examples"},"content":{"rendered":"","protected":false},"excerpt":{"rendered":"<p>The possibilities of 3d audio seem endless. Dolby Atmos for music and films is just a rather unimportant use case. Find out what works better and creates experiences like stereo never could.<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"_yoast_wpseo_opengraph-image":"https:\/\/www.vrtonung.de\/wp-content\/uploads\/nabeel-hussain-TbHPvVcZ_f4-unsplash_1200x630-aimg.jpg","_yoast_wpseo_opengraph-image-id":"18734","_yoast_wpseo_twitter-image":"https:\/\/www.vrtonung.de\/wp-content\/uploads\/3d-audio-content-twitter-2.png","_yoast_wpseo_twitter-image-id":"2637","footnotes":""},"categories":[1],"tags":[136,144],"class_list":["post-2652","post","type-post","status-publish","format-standard","hentry","category-unkategorisiert","tag-all-dof-en","tag-basics-en"],"acf":{"remove_from_blog_overview":false,"alternative_title":"","previewimg":18732,"text":"3D audio sound has now arrived in many forms to the consumer sector. \n\nSo the time has come to get overwhelmed! Therefore, with the help of the following overview, some light should be brought back into the darkness. \n\nAlso, you can get some inspiration right away, because the application areas are absolutely creative, diverse and far from exhausted what is possible with 3D audio content.\n\nIt is not so easy to find a structure here, because there are many overlaps. \n\nIn the end, I decided to differentiate according to \u201cplayback media\u201d. Each medium is treated as a separate chapter, which in turn is divided into individual categories. \n\nAfter a short description regarding the used audio and playback formats, audio examples or further links follow. This way you can directly experience what is being talked about.\n\n## Audio Technology and Innovation\n\nAt the heart of the 3D audio revolution lies a wave of audio technology and innovation, driven by industry leaders like Dolby Laboratories and Waves Audio Ltd. These key players are investing heavily in research and development to push the boundaries of immersive audio experiences. \n\nTechnological advancements such as object-based audio and sophisticated spatial sound processing are enabling sound engineers to create more realistic and enveloping audio environments than ever before.\n\nCompanies like Sennheiser Electronic GmbH are pioneering advanced audio technologies that enhance sound quality and spatialization, making immersive audio a standard in both professional and consumer applications. \n\nThe integration of artificial intelligence and machine learning into audio processing is further elevating the consistency and quality of 3D audio, ensuring that listeners enjoy a seamless and captivating experience every time. \n\nAs the audio market continues to expand, these innovations are setting new benchmarks for what\u2019s possible in immersive sound.\n\n##What kinds of 3D audio content are there?\n\nBroadly two groups: content without a picture and content with one. Without a picture that means radio plays, soundscapes, ambient recordings, ASMR and music. With a picture come 360\u00b0 video, VR applications and games. The second group needs spatial sound more urgently, because the listener moves.\n\n## Radio Plays, Sound Experiences without visual reference\n\nAudio content that is consumed without an additional visual stimulus can benefit immensely from 3D audio technologies. This includes e.g. radio plays, soundscapes, ambient recordings, ASMR, and of course music. \n\nThe latter, however, will be considered separately as the implementation depends strongly on the intended effect of the 3D audio content.\n\nAudio engineers use advanced audio processing technology to create immersive and consistent 3D soundscapes for radio plays and sound experiences, ensuring high-quality audio across different devices and environments.\n\nBut not only the immersion is enhanced, but there are also more narrative possibilities in terms of storytelling. \n\nDue to the spatial imaging possibilities of sound, 3D audio offers even more options to involve the listener in a captivating story or environment.\n\n### Linear 3D Sound Audio Games\n\nThese audio games can usually be enjoyed over headphones \u2013 so they can be listened to at home and on the road without any major hurdle. \n\nIn linear 3D sound audio games, directional audio cues help listeners perceive the location and movement of sound sources, significantly enhancing immersion and gameplay. \n\nTherefore, binaural stereo is used here, which can either be recorded using binaural microphones or reproduced using appropriate software. \n\nBinaural audio recordings are intended for playback over headphones, as there must be no crosstalk between the speakers. \n\nThis is the only way to accurately represent spatial impressions.\n\nA famous piece that can already be called a \u201cclassic\u201d is the Virtual Barber Shop. Here you can \u2013 surprise, surprise \u2013 be served in a virtual barbershop:\n\n[ytvideo id=\"IUDTlvagjJA\"]\n\n### Non-linear 3D audio drama\n\nThe company [Owlfield](https:\/\/www.owlfield.com\/) specializes in 3D audio games, for example. \n\nHere, non-linear 3D audio dramas are also offered. This means that the listener can influence the story by making decisions at the end of each chapter. \n\nSpatial sound features enable these interactive 3D audio dramas to provide a more engaging and realistic listening experience, immersing the listener in a dynamic audio environment. Headphones should also be used for playback because of the binaural format for the full gaming experience.\n\nAs an example, there is a sample chapter of such an interactive 3D radio play on Youtube. However, the interaction aspect is omitted here. For the impatient: it really starts at 1:30min.\n\n[ytvideo id=\"pa9BjEgBzp0\"]\n\n### ASMR\n\nBinaural microphones are also popular in the trendy ASMR (Autonomous Sensory Meridian Response) sector and used by so called ASMRtists. \n\nThis is because the desired feeling of closeness and sensuality can be better conveyed. \n\nAlthough the three-dimensional aspect is not in the foreground here, the audio technology used is almost identical in the form of artificial heads. \n\nThe only difference is how creatively the 3D microphones are used.\n\n### Ambiences\n\nFor relaxation, binaural ambient recordings are currently also very popular (marketed as [link id=\"871\" text=\"8D Audio\"] in the example, more about this in the topic Music). \n\nSo entertainment is not the focus here, rather background sprinkling or active stress treatment. [ytvideo id=\"z0wTYHWrFkE\"] \n\n### Sound installations\n\nSound installations are of course difficult to pigeonhole, but they should be briefly mentioned here anyway. In terms of 3D audio, these are usually circular or dome-shaped speaker arrangements that can create enveloping experiences. \n\nAdvanced audio systems and hardware components, such as high-quality speakers and amplifiers, are essential for delivering immersive 3D audio experiences in sound installations. [ytvideo id=\"A2T4UOXDGbU\"]\n\nFor technical implementation, channel-independent formats such as [link id=\"819\" text=\"Ambisonics\"] can be used. But spatial sound wave (wave field synthesis) is also a popular medium.\n\nSince installations cannot be experienced here online, I refer to this interesting [article](https:\/\/blog.dearvr.com\/overview\/kaleidoscope-of-rooms-psalms-of-david-reworked-in-3d-audio) about the Ambisonics installation \u201cKaleidoscope of Rooms\u201d. From my own work: [link id=\"2490\" text=\"Sounds of Germany\"] and [link id=\"16010\" text=\"Atmos Sphaerae, VR art as an immersive experience\"].\n\nAlso worth mentioning here is Innsbruck\u2019s [Audioversum](https:\/\/www.audioversum.at\/) \u2013 a museum all about audio and walk-in sound installations full of 3D audio content.\n\n## Music\n\n3D audio in music is, as can probably be guessed, a vast subject. Advanced audio solutions and ongoing audio innovation are transforming the way music is produced and experienced in 3D audio, enabling artists and producers to create more immersive and engaging soundscapes. \n\nProbably every 3D audio technology has been applied to music before. Therefore, it probably makes more sense to address the topic in terms of usage.\n\nHowever, one of the main challenges in the 3D audio market for music is maintaining consistent audio quality across various playback devices, as differences in hardware and listening environments can impact the listener's experience.\n\n### Music Streaming with 3D Audio\n\nMeanwhile, some streaming services offer music mixed and mastered specifically in 3D audio, for more details click [link id=\"2744\" text=\"here\"]. \n\nCurrently, the audio formats used are AC-4 (Dolby Atmos Music) and MPEG-H (Sony 360 Reality Audio). The playback of these object-based formats can be done via speakers, as well as binauralized via headphones. \n\nSpeaker playback is currently possible with soundbars like the Sennheiser Ambeo Soundbar or smart speakers like the Amazon Echo Studio to enjoy 3D audio content.\n\nWith the increasing availability of 3D audio music streaming on mobile devices such as smartphones and tablets, listeners can now enjoy immersive audio experiences on the go, further driving the growth of the 3D audio market.\n\nThose of you who have an Amazon Music HD account can search for the \u201cBest of 3D Audio\u201d playlist for corresponding audio samples or read the blog entry above to. Amazon Music HD, also known for its lossless audio quality, supports 3D audio content, offering a wide range of immersive listening options.\n\n[image id=\"18737\"]\n\n### 8D Audio\n\nNot to be neglected is also the trend known as \u201c8D Audio\u201d. Although this is nothing special from a production point of view (you can find out why [link id=\"871\" text=\"here\"] ), it seems to have hit a certain nerve given the sometimes extremely high click numbers on YouTube.\n\nHere is a typical example of \u201c8D music\u201d, where only the master file of the song is moved around the listener using a binaural panner: [ytvideo id=\"CepeycyGhwE\"]\n\n### Binaural and Spatial Audio Compositions\n\nWith 8D audio, usually a stereo file is simply moved binaurally around the listener. This may have a nice effect, but adds no value to the song compositionally. However, some artists use this technology to enrich their music. \n\nMusic composed specifically in binaural format makes much better use of the available 3D sound field than 8D music. This is because different sounds can come from different directions here. \n\nThe keyword is \u201cenvelopment\u201d, so that the music is not localized in the head \u2013 as it usually is via headphones \u2013 but as if it came from outside (externalization). \n\nWith this, you almost forget that you are wearing headphones at all. Here is a nice example from my dear colleagues Delta Soundworks. [ytvideo id=\"YJarTGLKAFw?t=13\"]\n\nOf course, 3D music can not only be produced via headphones. With Dolby Atmos, for example, and the aforementioned streaming providers, the audio objects provide the option of playing these works on several speakers. \n\nBut this is reserved for people who have a hi-fi system with a multi-channel setup. However, smart speakers and soundbars will help to make 3D mixes more accessible in the living room in the future.\n\n### Stereo-Upmix\n\nThe stereo upmix should also be mentioned briefly here. This may sound niche at first, but soundbars and smart speakers in particular are increasingly making use of this technology. \n\nHere, they try to give \u2018normal\u2019 stereo content more spatiality through complex signal processing. The Sennheiser soundbar mentioned earlier as well as the Echo Studio smart speaker have this function, for example. \n\nI may reveal that my master\u2019s student has devoted himself to this topic and has been able to make exciting discoveries.\n\n[newsletteroptin text=\"Get inspired by 3D audio content \u2013 subscribe now!\"]\n\n[image id=\"18739\"]\n\n## Film, TV, Video\n\nAudiovisual media are particularly difficult to structure. I have named this chapter now to mention what I consider to be the most important cornerstones. \n\nThe media and entertainment industry is a major driver of 3D audio adoption, with the commercial segment\u2014covering sectors like film, TV, and museums\u2014playing a significant role in market share and revenue generation for 3D audio technology. \n\nOn a visual level, this chapter deals with linear 2D formats, because video games and VR will be covered separately.\n\n### Film: Cinema, Streaming\n\nThe medium of film is and always has been linked to the theme of immersion. It is therefore not surprising that 3D audio plays a major role here. Away from the cinema, good and enveloping sound is also in demand in the private home cinema area. \n\nHigh-quality sound systems, such as multi-channel speakers and soundbars, are essential for delivering immersive 3D audio experiences in both film and home cinema environments.\n\nMost people will probably have heard of 5.1 surround sound before. Until today this playback system is used in cinemas as well as in the private sector. \n\nAnd rightly so, because surround sound undoubtedly offers good immersive listening experiences. What is missing, however, is directional information on the vertical plane, i.e. speakers on the ceiling. \n\nThis is where newer audio formats like Dolby Atmos, Auro-3D, or DTS:X come into play, which include channel information for height speakers. Of course, movie streaming should also be mentioned here. [link id=\"5913\" text=\"Netflix\"] offers surround sound and even Dolby Atmos in addition to stereo mixes for some movies with 3D audio content.\n\nFor technical implementation reasons, binaural examples are shown here. To hear how a multichannel mix arrives binauralised on headphones, use a recording of my own: an orchestra in 7.1.4, all the way around you.\n\nIt does not replace an actual cinema screening, but it shows exactly the difference this section is about.\n\n[ytvideo id=\"Rx_nD9iftyU\"]\n\nBut if you have a Netflix account and a soundbar or a multi-channel playback system, you can have a look yourself. Here is a [list](https:\/\/surround-sound.info\/dolby-atmos\/titel\/) of movies that have been mixed in certain 3D audio formats. \n\nYou can filter by medium (e.g. Netflix, Blue Ray Disc, etc.) and format (e.g. Dolby Atmos, DTS:X, etc.), among other things.\n\n### TV: Live, Broadcast, Shows\n\nOf course, there are also movies on TV, so this subdivision on TV is intended for live broadcasts. There is also a lot going on here in terms of 3D audio technology. In addition to the aspects already mentioned in the film sector, interaction possibilities are becoming more and more of a thing in the broadcast sector.\n\nHere, the Fraunhofer Institute is a pioneer with its MPEG-H format. In addition to 3D audio, the object-based format also offers interaction possibilities for the viewer. \n\nThis makes it possible, for example, to turn up the volume of individual audio tracks, e.g. for speech intelligibility, or to switch them off. Theoretically, this format could even be used to pan individual tracks as audio objects in the room. As you can see and hear, there is no lack of technical possibilities for 3D audio content. \n\nThe challenge at the moment is much more about how to make this technology user-friendly and thus bring it to the market. But it also requires certain diplomatic or democratic rules, because, for example, does it make sense for viewers to be able to mute individual participants in political discussions? South Korea is a pioneer in this area, where the MPEG-H format is already on the air.\n\nThe following video gives a small insight into the possibilities of MPEG-H. It shows, for example, that perspective changes or switches from stereo to an enveloping sound are possible. [ytvideo id=\"3Gmn-Gk2Lhg\"] \n\nLearn more about next generation audio (NGA) right [link id=\"2245\" text=\"here\"].\n\n### Video: Online, Social Media\n\nOnline videos are not to be neglected either. There is also a considerable amount of content where 3D audio plays a role. On Youtube and Co. you can find some videos with 3D audio \u2013 usually binaural for headphones.\n\nAs an example one from my own fits quite well \ud83d\ude09 Sounds of Germany is a video series that presents some German cities using visual impressions and matching binaural sounds. In my [link id=\"2490\" text=\"Portfolio\"] you can find more information about the project.\n\nAnother huge topic for social media are 360 videos that we will cover in the section of virtual reality.\n\n## Gaming, Interactives\n\nSimilar to film, a symbiosis of image and sound is extremely important for video games. Here, too, the goal is to create the most immersive experience possible. \n\nThe gaming industry is a major driver of 3D audio market adoption, fueled by growing demand and rising consumer interest in immersive and high-quality audio experiences. \n\nGames even have the advantage of interaction. It is therefore only logical that 3D audio is becoming increasingly relevant here as well. In first-person shooters, for example, it is crucial to know where the opponents are. \n\nSpatial audio technologies and directional audio cues are used in games to enhance realism and player engagement, allowing players to localize sounds and react more intuitively. So spatial audio is used to localize them without having to see them as part of immersive sound experience. \n\nMany games are usually played with a headset, i.e. headphones plus a microphone instead on TV speakers. The topic of surround headsets is excluded at this point. Several products focus on the sound of computer games. \n\nJust this year, the colleagues from Dear Reality launched a plug-in with which you can integrate their Spatializer plug-in into the game engine Unity. \n\nBut also most of the other popular engines, like Unreal Engine, offer possibilities to include spatial audio and as so-called middleware even more possibilities to make the sound more filigree from your game consoles.\n\nOne of the first-person shooter games that use binaural audio is Battlefield V. In the attached example, you experience a parachute jump before landing on the battlefield. Here, for example, the shots of the enemies can be located well, as mentioned. [ytvideo id=\"_NzXQZvWmMg\"]\n\nFurthermore, I came across an interesting game called \u201cEar Hockey\u201d, which was primarily developed for visually impaired or blind people. \n\nThe game principle is similar to the classic game \u201cPong\u201d, except that the ball can be located auditorily. The game is even available [here](https:\/\/www.microsoft.com\/en-us\/p\/ear-hockey-a-microsoft-garage-project\/9pn1f06sq5m2?activetab=pivot:overviewtab) for free download. [ytvideo id=\"dLd56tZcCQ4\"]\n\nI also came across a [list](https:\/\/docs.google.com\/document\/d\/1uAklgDNC_LBOYSBbIzBeso6I4laForovIWiTYx6Ss8k\/edit) of games that use binaural audio. For those of you who want to research this further.\n\nAlso of interest is this [article](http:\/\/www.paidia.de\/einfluestern\/), which looks at the impact of immersive audio in games, using the game Hellblade as an example.\n\n## Virtual Reality\n\nWho would have thought it, but 3D audio also plays a role in VR, as the regular reader here knows of course \ud83d\ude09 VR is currently probably the medium that can offer the highest degree of immersion. \n\nBy using VR glasses, you can literally dive into other worlds that you can experience visually and auditorily from all directions. \n\nAudio technology providers are increasingly collaborating with VR developers to integrate advanced 3D audio solutions, shaping the market dynamics of immersive virtual experiences and driving innovation in this sector.\n\nVR experiences include VR games, 360\u00b0 videos, and also social VR. The overlaps with the applications already listed are therefore pre-programmed. \n\nThe devil is in the details, however, as 3D audio should be a basic requirement for each of these experiences, otherwise it can confuse the viewer rather than support the storytelling with immersive sound.\n\nThe playback medium of VR experiences are VR goggles, also called HMDs (head-mounted displays). \n\nThese usually have headphones, which means spatial audio is decoded binaurally in real-time. Crucial to binaural audio playback in VR is head tracking. This means that head movements are recorded by the goggles so that both the image and the audio can be counter-moved.\n\nFrom an audio production perspective, therefore, static, i.e. channel-dependent, formats cannot be used. \n\nTherefore, channel-independent formats such as ambisonics or object-based audio are used, which are only rendered binaurally during playback. In VR experiences, a basic distinction is made between 3 Degrees of Freedom (3DoF) and 6 Degrees of Freedom (6DoF). \n\nThe latter means that you can move freely within the virtual environment. With 3DoF, you \u2018only\u2019 can look in all directions, which is not necessarily a disadvantage.\n\n### VR-Games\n\nThese video games can have either 3DoF or 6DoF. In any case, the audio reproduction is binauralized via headphones, as mentioned above.\nOne of the most famous video games made specifically for VR in recent years is Half Life: Alyx. Here is a short excerpt with binaural audio. [ytvideo id=\"LTLotwKpLgk\"]\n\n### 360\u00b0-Videos\n\nThese are videos that you can watch from all directions. So they have 3DoF, to use a VR term. 360\u00b0 videos can now also be viewed without VR glasses. \n\nThe web players of Facebook and Youtube support this format in image and sound (Ambisonics).\nAs an example, I again refer to my own project. [link id=\"1844\" text=\"Here\"] you can watch the video of the #EUsavesLives 2 Kenya project.\n\nFor more good VR experiences I link to my blog post [link id=\"879\" text=\"Best VR content with focus on VR sound\"].\n\n## Augmented Reality\/Extended Reality\n\nAR and XR mix experiences of real reality with virtual ones, so reality is digitally augmented. These extensions can be visual, auditory, or even tactile.\n\nThe automotive industry is increasingly adopting AR audio solutions, using 3D audio technology to provide intuitive, location-based sound cues for navigation and safety alerts. \n\nThis trend is contributing to the accelerating market penetration of 3D audio technologies, as strategic industry collaborations and technological advancements drive faster adoption across sectors like entertainment, gaming, and virtual reality.\n\n### Soundwalks\n\nIn the 3D audio sector, GPS-supported soundwalks are a major topic in AR. Here, for example, the listener can perceive localizable sounds in public places that are not actually there; this can be useful for city tours, for example, to auditively recreate historical events. \n\nFor such soundwalks it is important to know the position of the listener, therefore the smartphone usually serves as a tracker via GPS. The cell phone thus replaces the head tracker. Binaurally rendered audio content can then be heard via headphones.\n\nWith the free app \u201cINSIDE MPHIL \u2013 St. Nikolai\u201d you can listen to a virtual concert of the Munich Philharmonic Orchestra on a meadow behind the church in St. Nikolai. You can approach individual instruments and thus virtually walk through the playing orchestra. [This](https:\/\/mathis-nitschke.com\/inside-mphil-st-nikolai\/) provides an overview of it.\n\nAnother soundwalk concept comes from Vienna. Here, a story is told from the past to the future around Vienna\u2019s Heldenplatz. As a listener, you can follow the story through a walk and relive it in 3D audio. More information is available [here](https:\/\/sonictraces.com\/).\n\n## Conclusion\n\nI hope you can see from this overview how broadly 3D audio is now used. There is no guarantee of completeness, especially since new 3D audio content, new technologies, and new media are always emerging. Therefore this overview should show the current state of affairs and make curious about the further development of 3D audio. I am sure that there will be more to come! Been inspired? Feel free to let me know!\n\n[link id=\"785\" text=\"More 3D Audio\"]\n\n###Let's talk about your project\n\nWant to use 3D audio in a real project, not just understand it in theory?\n\n[link id=\"155\" text=\"Get in touch \u2192\"]","related_articles":[2245,888,879,2828,5317]},"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.2 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>The Great 3D Audio Content Overview: inspiring demo examples -<\/title>\n<meta name=\"description\" content=\"Current overview of 3D audio content. 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