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Tools / Audio Concepts / 9. Spatial Audio & Localization
9. Spatial Audio & Localization · Concept 9 of 12

Ambisonics

A way of recording or building a full sphere of sound around a point, which you can then decode to whatever speaker setup you have.

Ambisonics: capture the whole sound sphere, decode it anywhere 1. CAPTURE full 360 sphere tetrahedral mic Z up X front Y side scene rotates -> VR / 360 2. STORE B-format W omni X front/back Y left/right Z up/down channels = (order+1)squared FOA 4 / 2nd 9 / 3rd 16 decode 3. DECODE any rig binaural (2 ch) surround (5.1 / 7.1.4) dome array (HOA) one master, every output

One mic captures a 360 sound sphere as W/X/Y/Z, rotate the scene, then decode the same master to headphones, surround or a full dome.

What it is

Ambisonics records a full 360-degree sphere of sound as a format-independent blueprint you decode to any speaker rig or headphones.

Key facts

How it works

  1. A tetrahedral mic's 4 capsules grab raw A-format (4 directional signals).
  2. Convert A-format to B-format: W, X, Y, Z spherical-harmonic channels.
  3. Optionally rotate the whole sound scene (yaw/pitch/roll) to track head or camera.
  4. Pick a decoder matched to your playback target (stereo, surround, dome, binaural).
  5. Decoder maps the sphere onto your actual speaker angles or HRTF.
  6. Same master plays back on any rig with no re-recording.

Real examples

How it helps in live sound

Everyday analogy

It's like photographing a room with a 360 camera instead of one fixed lens, you crop and aim the final view later to fit whatever screen you have.

Watch out

Myth: Ambisonics is just another surround format like 5.1. Truth: it stores a speaker-agnostic sound FIELD (W/X/Y/Z), and you decode it to any rig afterwards.

Fun fact

Ambisonics was invented in the 1970s by Michael Gerzon and the UK's NRDC, decades before VR existed, then sat largely unused until 360 video and headsets suddenly made it the perfect tool.

Key takeaways

  • Stores a 360 sound sphere, not fixed L/R channels.
  • B-format = W (omni) + X, Y, Z (the three axes).
  • Channels = (order+1)^2: more order = sharper image, more speakers.
  • Format-independent: decode once-captured audio to ANY playback rig.
  • Whole scene is rotatable, which is why VR/360 loves it.
  • One mic captures the full venue ambience in a single take.
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