{"id":819,"date":"2019-06-15T13:56:57","date_gmt":"2019-06-15T11:56:57","guid":{"rendered":"https:\/\/www.vrtonung.de\/ambisonics\/"},"modified":"2026-05-25T18:49:13","modified_gmt":"2026-05-25T16:49:13","slug":"ambisonics","status":"publish","type":"post","link":"https:\/\/www.vrtonung.de\/en\/ambisonics\/","title":{"rendered":"Ambisonic for Virtual Reality and 360\u00b0 Soundfield"},"content":{"rendered":"","protected":false},"excerpt":{"rendered":"<p>Ambisonics is a way to replay your audio mix binaural via a head-tracking system. Why do you use this format, how does a recording with a VR microphone work and what happens to it in post-production? All this, as well as advantages and disadvantages, can be found here.<\/p>\n","protected":false},"author":1,"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\/IMG_9973_1200x630.jpg","_yoast_wpseo_opengraph-image-id":"334","_yoast_wpseo_twitter-image":"","_yoast_wpseo_twitter-image-id":"","footnotes":""},"categories":[],"tags":[23,24,27],"class_list":["post-819","post","type-post","status-publish","format-standard","hentry","tag-overview-en","tag-recording-en","tag-tools-en"],"acf":{"remove_from_blog_overview":false,"alternative_title":"","previewimg":332,"text":"##Why Ambisonics?\r\n\r\nActually, this audio format is about 40 years old and has barely established itself. Ambisonic audio is great, but also pretty complicated at first. One of the problem is that the sound usually has to be encoded into the ambisonics room and decoded for playback. In addition, the sweet spot is very small for speaker arrays.\r\n\r\nHowever, since 360\u00b0 videos are played back almost exclusively via headphones with VR headsets, the necessary decoders can already be implemented in the software of the video players. A binaural stereo audio signal is calculated in real time from the ambisonics signal via the HRTF (Head-Related Transfer Function), an output which changes depending on the viewer\u2019s point of view inside the sphere.\r\n\r\nAmbisonics captures full directivity information, including height, unlike conventional stereo and surround sound formats, which are based on panning audio signals to specific speakers. This makes ambisonics ideal for [link id=\"6343\" text=\"immersive audio\"] applications.\r\n\r\nUnlike conventional stereo, ambisonics provides a complete three-dimensional soundfield.\r\n\r\nBefore delving into Ambisonics, it\u2019s essential to understand its precursor and distant \u201ccousin\u201d \u2013 the Mid-Side technique. Mid-Side is a widely used stereo recording method that involves a cardioid microphone capturing sounds from the front (Mid) and a figure of eight microphone capturing sounds from the sides (Side). This technique forms the foundation for understanding the concepts of [link id=\"3548\" text=\"spatial audio\"] and encoding sound information, which are fundamental aspects of Ambisonics.\r\n\r\n##Ambisonic Recordings\r\n\r\nFor an Ambisonics microphone, a compact tetrahedron arrangement with four cardioid microphone capsules showing as a spherical shape in all directions (see picture above) has proven its worth. This signal is recorded by a four track recorder in conjunction with a SoundField microphone with four capsules arranged in a tetrahedral array, which should have as little self-noise as possible and digital gain control to ensure identical preamplification of all microphones.\r\n\r\nThe sound field is captured in ambisonic recordings, including height information and the full 360\u00b0 around the microphone, allowing for the creation of immersive 3D soundscapes.\r\n\r\nDue to only using 4 audio channels, its spatial resolution is not very high. Recorders and microphones are placed as close as possible to the [link id=\"856\" text=\"360\u00b0 camera\"] since the 360 degree camera tripod is retouched from the image and with it the sound equipment.\r\n\r\nAmbisonic recordings are referred to as A Format and must be transferred later in post-production to the B format by an encoder plugin in order to be processed further.\r\n<img src=\"https:\/\/www.vrtonung.de\/wp-content\/uploads\/IMG_1168_entwickelt_sqoosh.jpg\" alt=\"A microphone is placed on a tripod in front of a building for sound engineers utilizing ambisonics.\" id=\"376\">\r\n\r\nIn the following, we will present some relevant Ambisonics microphones that can be used for VR productions. Spoiler: There is no perfect ambisonic microphone\r\n\r\n###Soundfield Ambisonic Microphones\r\n\r\nSoundfield offers three high-quality Ambisonic microphones on the market that are in the higher price segment. For VR productions, these microphones might be too big in some cases, as they are usually hidden under the camera. A more handy alternative is the newer R\u00f8de NT-SF1, which was developed in collaboration between R\u00f8de and Soundfield. The Ambisonic format captures and reproduces a complete three-dimensional soundfield, providing greater spatial resolution.\r\n\r\n###Sennheiser Ambeo VR Microphone\r\nThe Sennheiser Ambeo\u00ae VR microphone also offers a good balance between size and sound quality. The Ambeo produces what is known as A-format, a raw 4-channel file that must be converted to Ambisonics b format. Sennheiser provides the appropriate software for this purpose. Together with Dear Reality, Sennheiser offers a plug-in that converts the audio signals from A-format to B-format and rotates it directly.\r\n\r\n###Zoom H3-VR (Virtual Reality)\r\nFor smaller productions, the Zoom H3-VR recorder is a relatively inexpensive and practical solution. Unlike the other ambisonic microphones, this one already has a recorder built in, which can speed up the workflow considerably. In addition, Zoom offers a standalone software for audio editing. This allows the ambisonic files to be converted to stereo, binaural audio or 5.1, for example, without having to use a DAW.\r\n\r\n###Eigenmike\r\nAn interesting system with a different approach is the MH Acoustics Eigenmike. With this microphone it is possible to record both FOA and Higher Order Ambisonics. The microphone contains a large number of individual microphone capsules. However, it is not only available at a very high price point, but also presents a challenge to achieve a good level of sound quality with such a complex system.\r\n\r\n[newsletteroptin text=\"Subscribe to the latest 3D audio news\"]\r\n\r\n##Post-Production\r\n\r\nThe audio signal keeps its four channels when converting from A to B format, but instead of the microphone capsules 1, 2, 3 and 4, the signals in B format are now converted to W, X, Y and Z channels. X, Y, and Z are spatial axes (polar patterns), while the W channel is a compatible mono signal that contains all signal components and is therefore omnidirectional. The following image illustrates the arrangement of the described channels. Mathematicians also calls this kind of arrangement Spherical harmonics. You can think of it as mid-side stereophony, only with three side signals instead of one.\r\n\r\nThe four-channel resolution is relatively diffuse but is particularly suitable for ambiances and original tones, which would have to be created time-consumingly in post-production by foleys and placed in 3D audio space. Since the ambisonic recording can be adopted as it is from the set and the [link id=\"4216\" text=\"head-tracking\"] already works, it offers a good starting point for the spatial sound mix for sound designers. Surround tracks can be positioned and moved using Ambisonic mixing tools to create a complete sphere of sound for an immersive experience.\r\n\r\n<img src=\"https:\/\/www.vrtonung.de\/wp-content\/uploads\/Alex-Ambisonics.jpg\" alt=\"A graphic displaying the four channel resolution of Ambisonics Audio as a good base for spatial sound mixing\" id=\"378\">\r\n\r\n###Ambisonics sound formats\r\n\r\nThere are two major spatial audio formats used for VR. The first is the open AmbiX format, which is compatible with YouTube, Facebook, Samsung, Oculus, and many other VR players. The second format is called Ambisonics format Two Big Ears (.tbe). It was developed by the Two Big Ears company, which was later bought by Facebook.\r\n\r\nWhen designing [link id=\"672\" text=\"sound for VR\"] movies in digital audio workstations (DAW), the B format is often used. Here it is important that the DAW has at least 4-channel tracks. Standard DAWs such as ProTools, Logic or Audition support mixing sound for videos, but they are not compatible with VR videos. Additional plugins are needed for this, for example the free Facebook 360 Spatial Workstation (FB360) plugin. With this program, VR videos can be played back in the DAW and [link id=\"829\" text=\"spatial audio for VR\"] can be generated.\r\n\r\n###Surround Sound applications and Spatial Audio\r\n\r\nSurround sound enthusiasts will find a compelling advantage in Ambisonics. Unlike most immersive audio or traditional surround sound formats, which are hemispherical and primarily focus on left-right sound projection. Ambisonics offers spherical audio projection, even incorporating height information \u201cfrom below\u201d compared to technologies like [link id=\"3446\" text=\"Dolby Atmos\"]. This is an interesting benefit for sound reproduction, but later more on that. Ambisonics can be easily mapped to any speaker array, from stereo to multi-channel 3D surround formats, due to its unprecedented sonic accuracy and sound reproduction capabilities.\r\n\r\n###Platforms for VR content\r\n\r\nAs the fan base continues to grow, so does the number of platforms on which [link id=\"879\" text=\"VR content\"] is made available. However, many of these platforms have demanding content requirements and are not always easily accessible to VR creators.\r\n\r\nThe two leading platforms that allow immersive video content such as VR movies to be uploaded are YouTube 360 and Facebook 360, both of which have uploaded tens of thousands of VR videos. YouTube 360 supports First Order Ambisonics in b format signal, while on Facebook 360 also allows tbe content with optional head-locked stereo track. The corresponding audio formats can be exported with the FB360 encoder to ensure correct display on the respective platform.\r\n\r\n<img src=\"https:\/\/www.vrtonung.de\/wp-content\/uploads\/IMG_4642_crop_squoosh.jpg\" alt=\"A sound designer sitting behind his monitors doing post production while mixing spatial sound\" id=\"380\">\r\n\r\n##Advantages \/ Disadvantages\r\n\r\nFirst-order ambisonics is an extremely useful way to create spatial sound for VR movies. However, it also has some limitations. The spatial resolution of sound design the B-format is limited and cannot always be reproduced perfectly, especially when recording with Ambisonics microphones in reverberant environments or when the microphone is far away from the sound source. The Ambisonic format is capable of rendering sounds above and below the listener, providing a complete sphere of sound.\r\n\r\nIn such cases, the sound may appear diffuse. Using computer-generated Ambisonics audio that simulates HRTF (Head-Related Transfer Function) can also lead to localization errors. One possible solution is to place the Ambisonics microphone closer to the sound source, as is common in conventional movies. However, this has the disadvantage that the microphone is visible in a 360\u00b0 shot. On the other hand, spatial perception can be distorted if the microphone is far away from the 360\u00b0 camera, since the sound sources then no longer correspond to the visual positions.\r\n\r\n### Advantages \r\n\r\n- Ambisonics is spherical, so it can also project height information \"from below\" direction, unlike most surround or immersive audio formats, which are hemispherical.\r\n- Patents have already expired, so the technology is virtually free.\r\n- Ambisonics is arbitrarily expandable by higher orders with more channels, the other way round no extra downmix is necessary, e.g. to get from 16 channels to 4; only the resolution is reduced.\r\n- With First Order Ambisonics Ambix (ACN, SN3D) a standard format is just establishing itself. (e.g. on YouTube)\r\n\r\n### Disadvantages\r\n\r\n- Cannot be played back correctly without a decoder and the same audio may sound differently on different platforms.\r\n- Low compatibility for static stereo sounds (e. g. music) -> workaround required\r\n- Ambisonics is scene-based, so has limited possibilities to move away from the camera position, which means it's less suited for interactive VR-experiences.\r\n- Higher-order Ambisonics helps for a better localization, but requires a high bitrate and does not really solve the problem of being limited to a number of audio tracks.\r\n\r\n[ytvideo id=\"W_XsLKGAZYw\"]\r\n\r\n##Additional thoughts on Ambisonic Audio\r\nWhile Ambisonics has a rich history and proven worth in immersive audio applications, recent developments are pushing its boundaries further. Innovations in hardware and software are enhancing its integration into VR and 360\u00b0 environments.\r\n\r\n###Hardware Advancements\r\nNew generations of ambisonic microphones, like the Zylia ZM-1, feature multiple capsules for higher-order Ambisonic recordings, providing better spatial resolution. This user-friendly and cost-effective microphone makes high-quality ambisonic recording accessible to both professional audio engineers and hobbyists.\r\n\r\n###Software Enhancements\r\nAdvancements in real-time processing and encoding simplify workflows for Ambisonic audio. Tools like Reaper and its Ambisonic Toolkit (ATK) offer powerful solutions for spatial audio production. Game engines such as Unity and Unreal Engine now support Ambisonics, enabling interactive and dynamic audio environments in VR applications.\r\n\r\n###Use in Interactive Experiences\r\nAmbisonics enhances interactive VR environments, such as video games and virtual tours, by adapting the sound field in real-time as users move through these spaces. This dynamic adaptation maintains immersion and realism, crucial for a seamless auditory experience.\r\n\r\nBut this only works for rather linear sound field applications. As soon as the three-dimensional space is supposed to non-linear or has six degrees of freedom the entire mix needs to be reconsidered.\r\n\r\n###Educational and Training Applications\r\nAmbisonics is also utilized in education and training. Virtual simulations, such as medical training environments or flight simulators, use Ambisonic audio to create authentic soundscapes, improving learning outcomes and situational awareness.\r\n\r\n###Future Prospects\r\nThe future of Ambisonics is promising, with ongoing research focusing on increasing spatial resolution and improving decoding algorithms. Emerging technologies like machine learning are being explored to enhance [link id=\"5654\" text=\"HRTF\"] customization for more personalized spatial audio experiences. New codecs and compression techniques will enable higher-order Ambisonic audio to be efficiently streamed, broadening its accessibility and applications.\r\n\r\n>In conclusion, Ambisonics is continuously evolving, with hardware and software advancements expanding its potential. From interactive VR experiences to advanced training simulations, Ambisonics will play a crucial role in the future of immersive audio, offering unparalleled realism and immersion in virtual and augmented realities.\r\n\r\n[button id=\"44\" text=\"Discover More Audio Formats\"]\r\n\r\n###Let's talk about your project\r\n\r\nAre you working on a VR experience and the audio still feels flat?\r\n\r\n[Get in touch \u2192](https:\/\/www.vrtonung.de\/en\/contact\/)\r\n","related_articles":[273,267]},"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.1 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Ambisonic for Virtual Reality and 360\u00b0 Soundfield<\/title>\n<meta name=\"description\" content=\"Ambisonics is a way to play back 360\u00b0 audio as binaural head tracking system, especially for 360-degree videos and cinematic virtual reality.\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/www.vrtonung.de\/en\/ambisonics\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Ambisonic for Virtual Reality and 360\u00b0 Soundfield\" \/>\n<meta property=\"og:description\" content=\"Ambisonics is a way to play back 360\u00b0 audio as binaural head tracking system, especially for 360-degree videos and cinematic virtual reality.\" \/>\n<meta property=\"og:url\" content=\"https:\/\/www.vrtonung.de\/en\/ambisonics\/\" \/>\n<meta property=\"og:site_name\" content=\"VRTONUNG - 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