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{{Short description|Full-sphere surround sound format}}
'''Ambisonics''' was invented by Michael A. Gerzon, Peter Fellgett and John Hayes (and building on the work of other researchers) in the early 1970s. It is a series of recording and replay techniques using multichannel mixing technology that can be used live or in the studio. By encoding and decoding sound information on a number of channels, a 2-dimensional ("planar", or horizontal-only) or 3-dimensional ("periphonic", or with-height) sound field can be presented.
{{Distinguish|Ambiophonics}}
{{Use dmy dates|date=July 2020}}
[[Image:AmbisonicLogo.svg|thumb|200px|right|Ambisonics former trademark]]
 
'''Ambisonics''' is a ''full-sphere'' [[surround sound]] format: in addition to the horizontal plane, it covers sound sources above and below the listener, created by a group of English researchers, among them Michael A. Gerzon, Peter Barnes Fellgett and John Stuart Wright, under support of the National Research Development Corporation (NRDC) of the United Kingdom. <ref>Michael A. Gerzon, ''Periphony: With-Height Sound Reproduction''. Journal of the Audio Engineering Society, 1973, 21(1):2–10.</ref><ref>Franz Zotter and Matthias Frank, [https://doi.org/10.1007/978-3-030-17207-7 ''Ambisonics: A Practical 3D Audio Theory for Recording, Studio Production, Sound Reinforcement, and Virtual Reality'']. SpringerOpen, 2019.</ref> The term is used as both a generic name and formerly as a trademark.
== Benefits ==
Proponents of this technique assert that Ambisonics represents a superior approach to [[surround sound]] for a number of reasons:
*It is [[isotropic]] in that sounds arriving from all directions are treated equally (as opposed to surround systems that assume that the main sources of sound are frontal and that rear channels are for ambience or special effects).
*because it does not rely solely on relative channel 'levels' to position a sound, but also includes other criteria (including psychoacoustic ones), localisation is superior to conventional panpotted techniques, which tend not to localise well between the speakers (sources are pulled into the speakers). Side and rear localisation in particular are enhanced.
*it allows better localization of sound outside of the [[sweet spot]]
*only 4 channels of information are required for transmission and storage, though replay can be by more than 4 loudspeakers as it is possible to derive a signal for each speaker position using appropriate circuitry or software.
*the loudspeakers do not have to be positioned in a rigid setting - most regular polygons and (with somewhat more complex technology) a number of irregular figures are acceptable - allowing the speaker configuration to be matched more effectively to real listening environments (sich as home living rooms, etc). The decoding circuitry or software is tailored to the speakers in use.
*the signal format used for Ambisonic distribution contains all the information required to reproduce the soundfield via a suitable decoder at the replay end. The decoder is configured to match the target array of replay loudspeakers, but the incoming Ambisonic signal can remain the same whatever the target array. Thus, unlike conventional surround media, the signal channels are not mapped one-to-one with the loudspeakers in the target array. In fact, the signal content is independent of the resolution of the target array. In a conventional surround system, which has 1:1 channel to speaker mapping, this is not the case, and the addition of more speakers, for higher replay resolution, requires additional channels, one speaker per channel. This allows flexibility for a composer or recording engineer to produce a "perfect" mix without worrying about how the mix will later be decoded.
 
Unlike some other multichannel surround formats, its transmission channels do not carry speaker signals. Instead, they contain a speaker-independent representation of a sound field called ''B-format'', which is then ''decoded'' to the listener's speaker setup. This extra step allows the producer to think in terms of source directions rather than loudspeaker positions, and offers the listener a considerable degree of flexibility as to the layout and number of speakers used for playback.
== First-order Ambisonics & B-Format==
In the basic version, known as ''first-order Ambisonics,'' sound information is encoded into four channels: W, X, Y and Z. This is called Ambisonic B-format. The W channel is the general mono level of the signal, corresponding to the output of an omnidirectional microphone. The X, Y and Z channels are the directional components in three [[dimension]]s. They correspond to the outputs of three figure-8 microphones, facing forward, to the left, and up respectively.
 
Ambisonics was developed in the UK in the 1970s under the auspices of the British [[National Research Development Corporation]].
Another way of looking at first-order B Format is as a series of sum and difference channels (analogous to a three-dimensional version of one of Blumlein's stereo techniques which employed coincident omnidirectional and left-facing figure-8 mics). Thus:
*W = front + back + left + right + up + down (mono: omni mic);
*X = front - back (figure-eight mic facing forward);
*Y = left - right (figure-eight facing left); and
*Z = up - down (figure-eight facing up)
The fact that B-format channels are analogous to microphone configurations does ''not'' mean that Ambisonic recordings can only be made with coincident microphone arrays.
 
Despite its solid technical foundation and many advantages, ambisonics had not until recently{{when|date=March 2023}} been a commercial success, and survived only in niche applications and among recording enthusiasts.
The B-format signals are based on a [[spherical harmonic]] decomposition of the soundfield and correspond to the instantaneous [[Sound#Sound_pressure|sound pressure]] (W) and the three components of its gradient (X, Y, and Z, which are related to the [[particle velocity]]) at a point in space. The [[loudspeaker]] signals are derived by using a [[linear combination]] of these four channels, where each signal is dependent on the actual position of the speaker in relation to the center of an imaginary sphere going through all available speakers. In more advanced decoding schemes, spatial equalization is applied to the signals to account for the differences in the high- and low-frequency [[sound localization]] mechanisms in human hearing. A further refinement accounts for the distance from the listener to the loudspeakers.
 
With the widespread availability of powerful digital signal processing (as opposed to the expensive and error-prone analog circuitry that had to be used during its early years) and the successful market introduction of home theatre surround sound systems since the 1990s, interest in ambisonics among recording engineers, sound designers, composers, media companies, broadcasters and researchers has returned and continues to increase.
For the simplest (two dimensional) case (no height information) and spacing the loudspeakers equally around a circle, we can derive the loudspeaker signals from the using W, X and Y channels:
:<math>P_n = \frac{1}{N} (\sqrt2 W + k X \cos\theta_n + k Y \sin\theta_n)</math>
where <math>N</math> is the number of speakers, <math>n</math> is the speaker under consideration, <math>k</math> is a constant which can be between 1 and 2 and <math>\theta_n</math> is the angle at which the speaker is located on the circle. The larger values of <math>k</math> make for better performance at the centre of the array, at the expense of the size of the sweet spot. By choosing <math>k</math> carefully, we can arrange for the signal presented to "match" the encoded B-Format signal.
 
In particular, it has proved an effective way to present spatial audio in Virtual Reality applications (e.g. YouTube 360 Video), as the B-Format scene can be rotated to match the user's head orientation, and then be decoded as binaural stereo.
More generally, the full three dimensional case (with loudspeakers equally
spaced around a sphere) is given by:
:<math>P_n = \frac{1}{N} (\sqrt2 W + k X \cos\theta_n \cos\phi_n + k Y \sin\theta_n \cos\phi_n + k Z \sin\phi_n)</math>
where <math>\phi_n</math> is the angle above or below the [[horizontal plane]]. Readers should note that the [[coordinate system]] used in Ambisonics follows the [[right hand rule]] convention with positive X pointing forwards, positive Y pointing to the left and positive Z pointing upwards. Horizontal angles run [[anticlockwise]] from due front and vertical angles are positive above the horizontal, negative below.
 
== Introduction ==
===Relationship to Coincident Stereo techniques===
Ambisonics can be understood as a three-dimensional extension of [[Microphone practice#M.2FS technique: Mid.2FSide stereophony|M/S (mid/side) stereo]], adding additional difference channels for height and depth. The resulting signal set is called ''B-format''. Its component channels are labelled <math>W</math> for the sound pressure (the M in M/S), <math>X</math> for the front-minus-back sound pressure gradient, <math>Y</math> for left-minus-right (the S in M/S) and <math>Z</math> for up-minus-down.<ref group="note">The traditional B-format notation is used in this introductory paragraph, since it is assumed that the reader may have come across it already. For higher-order ambisonics, use of the [[Ambisonic data exchange formats|ACN notation]] is recommended.</ref>
Different linear combinations of W, X, Y and Z can create signals equivalent to those picked up by any conventional [[microphone]] (omnidirectional, cardioid, hypercardioid, etc) pointing in any direction. Thus the signals used in any co-incident stereo microphone technique can be generated directly from the B-format signals (e.g. MS using M=(W+X)/2 and S=Y, and "Blumlein" crossed figure-8s using L=(X+Y)/2 and R=(X-Y)/2).
 
The <math>W</math> signal corresponds to an omnidirectional microphone, whereas <math>XYZ</math> are the components that would be picked up by [[Microphone#Polar patterns|figure-of-eight]] capsules oriented along the three spatial axes.
== Higher-Order Ambisonics ==
A particularly active area of current research is the development of "higher orders" of Ambisonics. These use more channels than the original first-order B-Format and offer benefits that include greater localisation accuracy and better performance in large-scale replay environments such as performance spaces.
 
=== Panning a source ===
FMH-Format (Furse-Malham Higher Order Format) is a set of coefficients for creating second-order B-format channels, using nine channels rather than the four used by first-order B-Format. Significantly more spatial information is captured in this format. At present, "real" recording techniques using this are in their infancy, however it is straightforward to compose synthetic recordings.
A simple Ambisonic panner (or ''encoder'') takes a source signal <math>S</math> and two parameters, the horizontal angle <math>\theta</math> and the elevation angle <math>\phi</math>. It positions the source at the desired angle by distributing the signal over the Ambisonic components with different gains:
 
:<math>W=S \cdot \frac{1}{\sqrt{2}}</math>
A file format for downloadable B-Format files now exists, and this is defined for up to third-order B-format (see [[#Downloadable B-Format files|below]]). The name "B-Format" is retained for systems up to third-order, where the order can be determined based on the number of channels.
:<math>X=S \cdot \cos\theta\cos\phi</math>
:<math>Y=S \cdot \sin\theta\cos\phi</math>
:<math>Z=S \cdot \sin\phi</math>
 
Being omnidirectional, the <math>W</math> channel always gets the same constant input signal, regardless of the angles. So that it has more-or-less the same average energy as the other channels, W is attenuated by about 3&nbsp;dB (precisely, divided by the square root of two).<ref>{{cite conference |title=Practical Periphony |first=M.A. |last=Gerzon |author-link=Michael Gerzon |date=February 1980 |conference=65th Audio Engineering Society Convention |publisher=[[Audio Engineering Society]] |___location=London |id=Preprint 1571 |quote=In order to make B-format signals carry more-or-less equal average energy, X,Y,Z have a gain of {{sqrt|2}} in their directions of peak sensitivity. |page=7}}</ref> The terms for <math>XYZ</math> actually produce the polar patterns of figure-of-eight microphones (see illustration on the right, second row). We take their value at <math>\theta</math> and <math>\phi</math>, and multiply the result with the input signal. The result is that the input ends up in all components exactly as loud as the corresponding microphone would have picked it up.
== Recording techniques ==
 
=== Virtual microphones ===
===The Soundfield Microphone===
[[Image:Virtual Microphone Animation.gif|thumb|left|200px|Morphing between different virtual microphone patterns]]
Many Ambisonic recordings have been made using a special microphone - the [[Soundfield microphone]] (SFM), described elsewhere. This microphone has also become popular with recording engineers, since it can be reconfigured electronically or via software to provide different stereo and 3-D polar responses either during or after recording.
The B-format components can be combined to derive ''virtual [[microphone]]s'' with any first-order polar pattern (omnidirectional, cardioid, hypercardioid, figure-of-eight or anything in between) pointing in any direction. Several such microphones with different parameters can be derived at the same time, to create coincident stereo pairs (such as a [[Blumlein pair|Blumlein]]) or surround arrays.
{| class="wikitable floatright" style="text-align:center"
! <math>p</math> !! Pattern
|-
| <math>0</math> || Figure-of-eight
|-
| <math>(0,0.5)</math>|| Hyper- and Supercardioids
|-
| <math>0.5</math> || Cardioid
|-
| <math>(0.5,1.0)</math> || Wide cardioids
|-
| <math>1.0</math> || Omnidirectional
|}
A horizontal virtual microphone at horizontal angle <math>\Theta</math> with pattern <math>0 \leq p \leq 1</math> is given by
 
:<math>M(\Theta, p) = p\sqrt{2} W + (1-p)(\cos\Theta X + \sin\Theta Y)</math>.
==='Native' Microphones===
The SFM uses a tetrahedral array of capsules, the outputs of which are matrixed together to generate the component B-Format signals. However it is entirely practical to generate B-Format from a collection of coincident microphones (or mic capsules), each with the characteristics of one of the B-Format channels listed earlier. This is referred to as a "Native" Ambisonic microphone or microphone array. The primary difficulty inherent in this approach is that HF localisation relies on the diaphragms approaching true coincidence, which is difficult to achieve with complete microphones. However electronic coincidence compensation can be used, and this can be effective especially where capsules and not whole microphones are employed.
 
This virtual mic is ''free-field normalised'', which means it has a constant gain of one for on-axis sounds. The illustration on the left shows some examples created with this formula.
Thus if you wish to generate planar B-Format (WXY), you could use an omnidirectional mic coincident with a forward-facing and a left-facing figure-8. Exactly this technique was used by Dr Jonathan Halliday at Nimbus Records to record their extensive and continuing series of Ambisonic releases.
 
Virtual microphones can be manipulated in post-production: desired sounds can be picked out, unwanted ones suppressed, and the balance between direct and reverberant sound can be fine-tuned during mixing.
===Ambisonic Mixing===
{{clear}}
A popular and unfortunate misconception is that Ambisonic recordings can only be made with the SFM, and as a result there is a widespread, and erroneous, belief that Ambisonics can only be used to capture a live acoustic event (something that accounts for a tiny proportion of modern commercial recordings, the vast majority of which are built up in the studio and mixed from multitrack). This is not the case. In fact, Michael Gerzon's designs for Ambisonic panpots pre-date much of his work on soundfield microphone technology. Ambisonic panpots - which allow mono (for example) signals to be localised in B-Format space - were developed as early as the 1970s, and were incorporated into a special mixing console built by Alice Stancoil Ltd for the IBA surround-sound test broadcasts.
 
=== Decoding ===
Ambisonic panpots, with differing degrees of sophistication, provide the fundamental additional studio tool required to create an Ambisonic mix, by making it possible to localise individual, conventionally-recorded multitrack or multimic sources around a 360-degree stage analogous to the way conventional stereo panpots localise sounds across a front stage. However, unlike stereo panpots, which traditionally vary only the level between two channels and thus rely on only ''one'' technique that humans use to localise sounds, Ambisonic panning provides additional cues which eliminate conventional localisation accuracy problems, especially in surround, where our ability to localise level-only panned sources outside the front quadrant is severely limited (especially to the sides).
[[Image:Naive Ambisonic Square Decoder Example.png|thumb|200px|right|Naive single-band in-phase decoder for a square loudspeaker layout]]
A basic Ambisonic ''decoder'' is very similar to a set of virtual microphones. For perfectly regular layouts, a simplified decoder can be generated by pointing a virtual cardioid microphone in the direction of each speaker. Here is a square:
:<math>LF = (\sqrt{2}W + X + Y)\sqrt{8}</math>
:<math>LB = (\sqrt{2}W - X + Y)\sqrt{8}</math>
:<math>RB = (\sqrt{2}W - X - Y)\sqrt{8}</math>
:<math>RF = (\sqrt{2}W + X - Y)\sqrt{8}</math>
The signs of the <math>X</math> and <math>Y</math> components are the important part, the rest are gain factors. The <math>Z</math> component is discarded, because it is not possible to reproduce height cues with just four loudspeakers in one plane.
 
In practice, a real Ambisonic decoder requires a number of psycho-acoustic optimisations to work properly.<ref>Eric Benjamin, Richard Lee, and Aaron Heller, [http://www.ai.sri.com/ajh/ambisonics/BLaH3.pdf ''Is My Decoder Ambisonic?''], 125th AES Convention, San Francisco 2008</ref>
Other tools included 'spreaders' which were designed to "de-localise" a signal (typically by varying the virtual source angle with frequency within a determined range) for example in the case of reverb returns - however these were little developed further.
 
Currently, the All-Round Ambisonic Decoder (AllRAD) can be regarded as the standard solution for loudspeaker-based playback,<ref>Franz Zotter and Matthias Frank, [https://aes2.org/publications/elibrary-page/?id=16554 ''All-Round Ambisonic Panning and Decoding'']. Journal of the Audio Engineering Society, 2012, 60(10): 807-820.</ref> and Magnitude Least Squares (MagLS)<ref>Christian Schörkhuber and Markus Zaunschirm, [https://pub.dega-akustik.de/DAGA_2018/data/articles/000301.pdf ''Binaural Rendering of Ambisonic Signals via Magnitude Least Squares'']. Fortschritte der Akustik, DAGA, Munich, 2018.</ref> or binaural decoding, as implemented for instance in the IEM and SPARTA Ambisonic production tools.<ref name="IEMPI">Daniel Rudrich et al, [https://plugins.iem.at ''IEM Plug-in Suite'']. 2018 (accessed 2024)</ref><ref name="SPARTA">Leo McCormack, [https://leomccormack.github.io/sparta-site/ ''Spatial Audio Real-Time Applications'']. 2019 (accessed 2024)</ref>
By the early 1980s, studio hardware existed for the creation of multitrack-sourced, Ambisonically-mixed content, including the ability to incorporate SFM-derived sources (for example for room ambience) into a multichannel mix. This was thanks primarily to the efforts of Dr Geoffrey Barton (now of Trifield Productions) and the pro audio manufacturers Audio & Design Recording, based near Reading, UK. Barton designed a suite of outboard rack-mounted studio units that became known as the Ambisonic Mastering System. These units were patched into a conventional mixing console and allowed conventional multitrack recordings to be mixed Ambisonically. The system consisted of four units:
*Pan-Rotate Unit - This enabled eight mono signals to be panned in B-format, including 360-degree 'angle' control and a 'radius vector' control allowing the source to be brought in towards the centre, plus a control to rotate an external or internal B-format signal.
*B-Format Converter - This connected to four groups and an aux send and allowed existing console panpots to pan across a B-Format quadrant.
*UHJ Transcoder - This both encoded B-Format into 2-channel UHJ (see below) and in addition allowed a stereo front stage and a stereo rear stage (both with adjustable widths) to be transcoded direct to 2-channel UHJ
*Ambisonic Decoder - this accepted both horizontal (WXY) B-format and 2-channel UHJ and decoded it to four speaker feeds with configurable array geometry.
A significant number of releases were made with this equipment, all in 2-channel UHJ, including several albums on the KPM production music library label, and commercial releases such as Steve Hackett's ''Till We Have Faces'', The Alan Parsons Project's ''Stereotomy'', Paul McCartney's ''Liverpool Oratorio'', Frank Perry's ''Zodiac'', a series of albums on the Collins Classics label, and others, most of which are available on CD. See link to [[#External links|The Ambisonic Discography]] below for more information. Engineer John Timperley employed a transcoder on virtually all his mixes over the course of over a dozen years until his sad death in 2006. Unfortunately the albums, film soundtracks and other projects he created in UHJ over this period are largely undocumented at present, and thus remain unlisted in the Discography.
 
Frequency-dependent decoding can also be used to produce binaural stereo; this is particularly relevant in Virtual Reality applications.
The lack of availability of 4-track mastering equipment led to a tendency (now regretted by some of the people involved) to mix directly to 2-channel UHJ rather than recording B-format and then converting it to UHJ for release. The fact that you could mix direct to 2-channel UHJ with nothing more than the transcoder made this even more tempting. As a result there is a lack of legacy Ambisonically-mixed B-format recordings that could be released today in more advanced formats (such as G-Format).
 
=== Higher-order ambisonics ===
The advent of digital audio workstations has led to the development of both encoding and decoding tools for Ambisonic production. Many of these have been developed under the auspices of the University of York (see [[#External links|External Links]], below). The vast majority to date have been created using the VST plugin standard developed by Steinberg and used widely in a number of commercial and other software-based audio production systems, notably Steinberg's Nuendo. With the lack of necessity to interface to a conventional console, the encoding tools have primarily taken the form of B-Format panpots and associated controls. Decoder plugins are available for monitoring.
[[Image:Spherical Harmonics deg3.png|right|thumb|300px|Visual representation of the Ambisonic B-format components up to third order. Dark portions represent regions where the polarity is inverted. Note how the first two rows correspond to omnidirectional and figure-of-eight microphone polar patterns.]]
The spatial resolution of first-order ambisonics as described above is quite low. In practice, that translates to slightly blurry sources, but also to a comparably small usable listening area or ''sweet spot''. The resolution can be increased and the sweet spot enlarged by adding groups of more selective directional components to the B-format. These no longer correspond to conventional microphone polar patterns, but rather look like clover leaves. The resulting signal set is then called ''second-'', ''third-'', or collectively, ''higher-order ambisonics''.
 
For a given order <math>\ell</math>, full-sphere systems require <math>(\ell+1)^2</math> signal components, and <math>2\ell+1</math> components are needed for horizontal-only reproduction.
There are currently some issues with implementing B-format groups and other channel structures in current DAW software which is often either stereo-based or based inflexibly on conventional surround configurations. The ability must exist to use plugins with one input and multiple outputs, for example, and it must be possible to create B-format buses of some sort and hook up decoders to them. Documentation is being assembled to assist engineers wishing to work with these tools.
 
{{See also|Mixed-order Ambisonics}}
There are also stand-alone software tools for manipulating multichannel files and for offline decoding of B-Format and UHJ files to standard arrays, plus software players capable of playing and decoding standard B-Format files and other Ambisonic content.
 
Historically there have been several different format conventions for higher-order ambisonics; for details see [[Ambisonic data exchange formats]].
The plugin field is a particular growth area for Ambisonic production tools at the present time.
 
=== Comparison to other surround formats ===
== UHJ Format ==
Ambisonics differs from other surround formats in a number of aspects:
Ambisonic B Format is the standard format for use in the studio. While it is possible to distribute B-Format recordings for decoding and listening by end-users, this is only starting to be more widespread with the advent of software-based players. Traditionally, Ambisonic recordings have been distributed in the form of 2-channel discs, CDs etc using the 2-channel version of the UHJ encoding hierarchy. UHJ, which was developed by the Ambisonic team, incorporating work done by the BBC (on Matrix H) and Duane Cooper (on Nippon Columbia's UD-4) and others, takes the 4-channel B-Format signal and encodes it into a hierarchical set of up to four channels (L, R, Q & T). All four channels deliver full, with-height 3D periphony, with a level of accuracy identical to 4-channel B-Format. Removing T, the fourth UHJ channel, removes the height information: the resulting 3-channel UHJ delivers the same accuracy as 3-channel (WXY) B-Format to provide horizontal (planar) replay. The third channel, Q, may be bandwidth-limited without serious degradation of localisation accuracy. This "2 1/2 channel" format was tested by the Independent Broadcasting Authority (IBA) in the United Kingdom as a method of broadcasting surround recordings, with the 1/2-channel applied to the FM stereo signal via phase-quadrature modulation. Removing the third channel results in 2-channel UHJ, which offers planar surround with rather less localisation accuracy than planar B-format. This is the format commonly used in the past for distribution of Ambisonic recordings. It is mono/stereo compatible in that, without decoding, the listener perceives a stereo image, but one that is significantly wider than conventional stereo. The L & R channels can also be summed for a very high degree of mono-compatibility. Replayed via a UHJ decoder, the full surround capability is revealed.
* It requires only three channels for basic horizontal surround, and four channels for a full-sphere soundfield. Basic full-sphere replay requires a minimum of six loudspeakers (a minimum of four for horizontal).
* The same program material can be decoded for varying numbers of loudspeakers. Moreover, a width-height mix can be played back on horizontal-only, stereo or even mono systems without losing content entirely (it will be folded to the horizontal plane and to the frontal quadrant, respectively). This allows producers to embrace with-height production without worrying about loss of information.
* Ambisonics can be scaled to any desired spatial resolution at the cost of additional transmission channels and more speakers for playback. Higher-order material remains downwards compatible and can be played back at lower spatial resolution without requiring a special downmix.
* The core technology of ambisonics is free of patents, and a complete tool chain for production and listening is available as [[free software]] for all major [[operating system]]s.
 
On the downside, ambisonics is:
== G-Format ==
* Prone to strong coloration from [[comb filter]]ing artifacts due to high coherence of neighbouring loudspeaker signals at lower orders
The lack of availability of Ambisonic decoders (only a handful of hardware decoders are currently available, although software-based players are now emerging) led to the proposal that Ambisonics could be distributed by decoding the original signal (typically B-Format but possibly legacy 2-channel UHJ recordings also) ''in the studio'' instead of at the listening end. A professional software or hardware decoder is used to decode the Ambisonic signal to a conventional surround speaker array (eg 5.1) and the resulting channels are authored to a conventional multichannel disc medium such as DVD. This is known as "G-Format". The main disadvantage of this technique is that the flexibility of rendering a single, standard Ambisonic signal to any target speaker array is lost: the signal is targeted towards a specific "standard" array and anyone listening with a different array may experience a degradation of localisation accuracy depending on how much the actual array differs from the target.
* Unable to deliver the particular spaciousness of spaced omnidirectional microphones preferred by many classical sound engineers and listeners
* Not supported by any major record label or media company. Although a number of [[Ambisonic UHJ format]] (UHJ) encoded tracks (principally classical) can be located, if with some difficulty, on services such as [[Spotify]].<ref>{{cite web | url=http://www.surrounddiscography.com/uhjdisc/uhjhtm.htm | title=Ambisonic UHJ Discography "Complete List" of record labels }}</ref>
* Conceptually difficult for people to grasp, as opposed to the conventional ''"one channel, one speaker"'' paradigm.
* More complicated for the consumer to set up, because of the decoding stage.
* Sweet spot which is not found in other forms of surround sound such as VBAP
* Worse localisation for point sources than amplitude panning and counter phase signals blurring imaging
* Much more sensitive to speaker placement than other forms of surround sound that use amplitude panning
 
== Theoretical foundation ==
In practice, Ambisonics in general has proved to be very robust, however. Examples of G-Format recently released by [[Nimbus Records]] were decoded to a square array of four speakers (this is conventional for decoding planar Ambisonic recordings: a rectangle of sides with ratios of between 2:1 and 1:2 can be used, a square being midway between the two). The resulting 4-channel (LF, RF, LS, RS) signal was authored to DVD-Audio/Video discs and although many listeners will be listening on arrays other than a square, the results have proved very encouraging.
 
=== Soundfield analysis (encoding) ===
Some releases of G-format sourced from B-Format have also occurred, for example the album ''Swing Live'' by Bucky Pizzarelli (available on Chesky Records, DVD-A or SACD), where a B-Format SFM recording was "manually decoded" to 4.0 speaker feeds in the mixdown process.
The B-format signals comprise a truncated [[spherical harmonic]] decomposition of the sound field. They correspond to the [[Sound#Sound Pressure Level|sound pressure]] <math>W</math>, and the three components of the pressure gradient <math>XYZ</math> (not to be confused with the related [[particle velocity]]) at a point in space. Together, these approximate the sound field on a sphere around the microphone; formally the first-order truncation of the [[multipole expansion]]. <math>W</math> (the mono signal) is the zero-order information, corresponding to a constant function on the sphere, while <math>XYZ</math> are the first-order terms (the dipoles or figures-of-eight). This first-order truncation is only an approximation of the overall sound field.
 
The ''higher orders'' correspond to further terms of the multipole expansion of a function on the sphere in terms of spherical harmonics. In practice, higher orders require more speakers for playback, but increase the spatial resolution and enlarge the area where the sound field is reproduced perfectly (up to an upper boundary frequency).
It is theoretically possible to recover B-Format from a G-Format signal, in which case Ambisonic listeners with their own decoders could recover the B-Format and decode it for their own array, thus achieving more accurate localisation. However for the greatest accuracy in smaller environments such as a living room, the decode process includes shelf filtering that may cause the decode to be irreversible. It is possible that as a result of current development work (primarily by Dr Peter Craven) on hierarchical systems for audio rendering, these problems can be overcome (and G-Format superseded) by distributing a common signal that plays back as 5.1 on 5.1 systems (and so on) but can also be decoded Ambisonically if listeners have the right equipment.
 
The radius <math>r</math> of this area for Ambisonic order <math>\ell</math> and frequency <math>f</math> is given by
== Downloadable B-Format files ==
:<math>r\approx\frac{\ell c}{2 \pi f}</math>,<ref>Darren B Ward and Thushara D Abhayapala, ''[http://www-sigproc.eng.cam.ac.uk/research/reading%2520group/material/00943347.pdf Reproduction of a Plane-Wave Sound Field Using an Array of Loudspeakers] {{Webarchive|url=https://web.archive.org/web/20061008131139/http://www-sigproc.eng.cam.ac.uk/research/reading%20group/material/00943347.pdf |date=8 October 2006 }}'', IEEE Transactions on Speech and Audio Processing Vol.9 No.6, Sept 2001</ref>
where <math>c</math> denotes the speed of sound.
 
This area becomes smaller than a human head above 600&nbsp;Hz for first order or 1800&nbsp;Hz for third-order. Accurate reproduction in a head-sized volume up to 20&nbsp;kHz would require an order of 32 or more than 1000 loudspeakers.
An official file format for downloadable B-Format files, called
[http://www.ambisonicbootlegs.net/Members/mleese/file-format-for-b-format/ ".amb" format],
has been defined. Several [[20 (number)|score]] such files are available for
free download from the Ambisonic Bootlegs website listed
[[#External links|below]]. (And they are not bootlegs.) The website also
gives details of ad hoc
[http://www.ambisonicbootlegs.net/Members/etienne/ambisonic-software/ software players].
 
At those frequencies and listening positions where perfect soundfield [[3D sound reconstruction|reconstruction]] is no longer possible, ambisonics reproduction has to focus on delivering correct directional cues to allow for good localisation even in the presence of reconstruction errors.
The ".amb" file format is defined for B-Format files upto third-order,
full-sphere (16 channels), although most of the files currently available
are first-order.
 
=== Psychoacoustics ===
==Current developments==
{{main|Sound localization}}
The Ogg [[Vorbis]] project has shown interest in implementing Ambisonics as a means for including surround sound in their project. In addition there is a growing series of freely-available developments such as VST plugins, enabling common DAW systems (such as Nuendo) to be used to encode and decode B-Format and generate decoded speaker feeds: see [[#External links|External Links]]. Ambisonics is also in use in a number of commercial products, primarily in the professional audio industry, and some consumer electronics manufacturers include Ambisonic decode capability in their surround systems.
{{more citations needed|date=December 2013}}
The human hearing apparatus has very keen localisation on the horizontal plane (as fine as 2° source separation in some experiments). Two predominant cues, for different frequency ranges, can be identified:
 
==== Low-frequency localisation ====
Research is ongoing, particularly into "higher-order" systems that provide better localisation over larger areas.
At low frequencies, where the wavelength is large compared to the human head, an incoming sound [[Diffraction|diffracts]] around it, so that there is virtually no acoustic shadow and hence no level difference between the ears. In this range, the only available information is the phase relationship between the two ear signals, called ''interaural time difference'', or ''ITD''. Evaluating this time difference allows for precise localisation within a ''cone of confusion'': the angle of incidence is unambiguous, but the ITD is the same for sounds from the front or from the back. As long as the sound is not totally unknown to the subject, the confusion can usually be resolved by perceiving the timbral front-back variations caused by the ear flaps (or ''pinnae'').
 
==== High-frequency localisation ====
==Intellectual property==
As the wavelength approaches twice the size of the head, phase relationships become ambiguous, since it is no longer clear whether the phase difference between the ears corresponds to one, two, or even more periods as the frequency goes up. Fortunately, the head will create a significant acoustic shadow in this range, which causes a slight difference in level between the ears. This is called the ''interaural level difference'', or ''ILD'' (the same cone of confusion applies). Combined, these two mechanisms provide localisation over the entire hearing range.
Most of the patents covering Ambisonic developments have now expired (including those covering the Soundfield Microphone), and as a result the basic technology is available for anyone to implement. Exceptions to this include Dr Geoffrey Barton's Trifield technology, which is essentially a three-speaker stereo rendering system based on Ambisonics; and so-called "Vienna" decoders based on Gerzon and Barton's Vienna [[1992]] AES paper, which are able to decode to irregular speaker arrays.
 
==== ITD and ILD reproduction in ambisonics ====
The 'pool' of patents comprising Ambisonics technology was originally assembled by the UK Government's National Research & Development Corporation (NRDC), which existed until the late 1970s to develop and promote British inventions and license them to commercial manufacturers - ideally to a single licensee. The system was ultimately licensed to [[Nimbus Records]] (now Wyastone Estates Ltd) who hold the rights to the 'interlocking circles' Ambisonic logo (UK trademark [http://www.patent.gov.uk/tm/t-find/t-find-number?detailsrequested=C&trademark=1500177 1500177]).
Gerzon has shown that the quality of localisation cues in the reproduced sound field corresponds to two objective metrics: the length of the particle velocity vector <math>\vec{r_V}</math> for the ITD, and the length of the energy vector <math>\vec{r_E}</math> for the ILD. Gerzon and Barton (1992) define a decoder for horizontal surround to be ''Ambisonic'' if
* the directions of <math>\vec{r_V}</math> and <math>\vec{r_E}</math> agree up to at least 4&nbsp;kHz,
* at frequencies below about 400&nbsp;Hz, <math>\|\vec{r_V}\|=1</math> for all azimuth angles, and
* at frequencies from about 700&nbsp;Hz to 4&nbsp;kHz, the magnitude of <math>\vec{r_E}</math> is ''"substantially maximised across as large a part of the 360° sound stage as possible"''.<ref name="aes.org">Michael A Gerzon, Geoffrey J Barton, "Ambisonic Decoders for HDTV", 92nd AES Convention, Vienna 1992. http://www.aes.org/e-lib/browse.cfm?elib=6788</ref>
 
In practice, satisfactory results are achieved at moderate orders even for very large listening areas.<ref name="Malham-Large">{{cite journal|author=Malham, DG |year=1992 |title=Experience with Large Area 3-D Ambisonic Sound Systems |journal=Proceedings of the Institute of Acoustics |volume=14 |issue=5 |pages=209–215 |url=http://www.dmalham.freeserve.co.uk/ioapaper1.pdf|access-date=24 January 2007 |url-status=dead |archive-url=https://web.archive.org/web/20110722181503/http://www.dmalham.freeserve.co.uk/ioapaper1.pdf |archive-date=22 July 2011 }}</ref><ref>Jörn Nettingsmeier and David Dohrmann, [http://stackingdwarves.net/public_stuff/linux_audio/ambisonic_symposium_2011/AmbiSym2011-Nettingsmeier-Dohrmann_Large-scale_HOA_Systems.pdf ''Preliminary studies on large-scale higher-order Ambisonic sound reinforcement systems''], Ambisonics Symposium 2011, Lexington (KY) 2011</ref>
==References==
*Michael A. Gerzon. ``Periphony: With-Height Sound Reproduction''. Journal of the Audio Engineering Society, 21(1):2--10, 1973.
*Peter Felgett. ``Ambisonics. Part One: General System Description''. Studio Sound, 1:20--22,40, August 1975.
*Michael A. Gerzon. ``Ambisonics. Part Two: Studio Techniques''. Studio Sound, pages 24--30, October 1975. Correction in Oct. 1975 issue on page 60.
 
==== Monoaural HRTF cue ====
==See also==
{{main|Head-related transfer function}}
*[[Soundfield microphone]]
Humans are also able to derive information about sound source ___location in 3D-space, taking into account height. Much of this ability is due to the shape of the head (especially the [[Pinna (anatomy)|pinna]]) producing a variable frequency response depending on the angle of the source. The response can be measured by placing a microphone in a person's ear canal, then playing back sounds from various directions. The recorded head-related transfer function (HRTF) can then be used for rendering ambisonics to headphones, mimicking the effect of the head. HRTFs differ among person to person due to head shape variations, but a generic one can produce a satisfactory result.<ref>{{cite journal |last1=Armstrong |first1=Cal |last2=Thresh |first2=Lewis |last3=Murphy |first3=Damian |last4=Kearney |first4=Gavin |title=A Perceptual Evaluation of Individual and Non-Individual HRTFs: A Case Study of the SADIE II Database |journal=Applied Sciences |date=23 October 2018 |volume=8 |issue=11 |pages=2029 |doi=10.3390/app8112029|doi-access=free }}</ref>
*[[Surround sound]]
 
=== Soundfield synthesis (decoding) ===
== External links ==
In principle, the [[loudspeaker]] signals are derived by using a [[linear combination]] of the Ambisonic component signals, where each signal is dependent on the actual position of the speaker in relation to the center of an imaginary sphere the surface of which passes through all available speakers. In practice, slightly irregular distances of the speakers may be compensated with [[Delay (audio effect)#Straight delay|delay]].
*[http://www.ambisonic.net/ Ambisonic.net] website
*[http://members.tripod.com/martin_leese/Ambisonic/faq_latest.html Ambisonic Surround Sound FAQ]
*[http://www.ambisonicbootlegs.net/ AmbisonicBootlegs], a repository of Ambisonic recordings and compositions
*[http://members.cox.net/surround/uhjdisc/ambindex.htm Ambisonic Discography], a list of record releases, broadcasts and other Ambisonic content
*[http://pcfarina.eng.unipr.it/Ambisonics.htm Ambisonics resources] at the University of Parma
*[http://www.muse.demon.co.uk/3daudio.html 3D Audio Links and Information]
*[http://www.york.ac.uk/inst/mustech/3d_audio/ Ambisonic resources] at the University of York
*[http://iem.at/Members/noisternig/bin_ambi/ Binaural Ambisonics rendering] at the Institute of Electronic Music and Acoustics (IEM)
 
True ambisonics decoding however requires spatial equalisation of the signals to account for the differences in the high- and low-frequency [[sound localisation]] mechanisms in human hearing.<ref>Eric Benjamin, Richard Lee, and Aaron Heller: [http://www.ai.sri.com/ajh/ambisonics/BLaH1.pdf Localization in Horizontal-Only Ambisonic Systems], 121st AES Convention, San Francisco 2006</ref> A further refinement accounts for the distance of the listener from the loudspeakers (''near-field compensation'').<ref>Jérôme Daniel, [http://gyronymo.free.fr/audio3D/publications/AES23%20NFC%20HOA.pdf ''Spatial Sound Encoding Including Near Field Effect: Introducing Distance Coding Filters and a Viable, New Ambisonic Format''], 23rd AES Conference, Copenhagen 2003</ref>
{{Details|Ambisonic decoding|Ambisonic reproduction systems}}
 
A variety of more modern decoding methods are also in use.
 
== Compatibility with existing distribution channels ==
Ambisonics decoders are not currently being marketed to end users in any significant way, and no native Ambisonic recordings are commercially available. Hence, content that has been produced in ambisonics must be made available to consumers in stereo or discrete multichannel formats.
 
=== Stereo ===
Ambisonics content can be folded down to stereo automatically, without requiring a dedicated downmix. The most straightforward approach is to sample the B-format with a ''virtual stereo microphone''. The result is equivalent to a coincident stereo recording. Imaging will depend on the microphone geometry, but usually rear sources will be reproduced more softly and diffuse. Vertical information (from the <math>Z</math> channel) is omitted.
 
Alternatively, the B-format can be matrix-encoded into ''UHJ format'', which is suitable for direct playback on stereo systems. As before, the vertical information will be discarded, but in addition to left-right reproduction, UHJ tries to retain some of the horizontal surround information by translating sources in the back into out-of-phase signals. This gives the listener some sense of rear localisation.
 
Two-channel UHJ can also be decoded back into horizontal ambisonics (with some loss of accuracy), if an Ambisonic playback system is available. Lossless UHJ up to four channels (including height information) exists but has never seen wide use. In all UHJ schemes, the first two channels are conventional left and right speaker feeds.
 
{{Details|Ambisonic UHJ format}}
 
=== Multichannel formats ===
Likewise, it is possible to pre-decode ambisonics material to arbitrary speaker layouts, such as [[Quadraphonics|Quad]], [[5.1 surround sound|5.1]], [[7.1 surround sound|7.1]], [[Auro 11.1]], or even [[22.2 surround sound|22.2]], again without manual intervention. The LFE channel is either omitted, or a special mix is created manually. Pre-decoding to 5.1 media has been known as ''{{vanchor|G-Format}}''<ref>Richard Elen, [http://www.ambisonic.net/gformat.html ''Ambisonics for the New Millennium''], September 1998.</ref> during the early days of DVD audio, although the term is not in common use anymore.
 
The obvious advantage of pre-decoding is that any surround listener can be able to experience ambisonics; no special hardware is required beyond that found in a common home theatre system. The main disadvantage is that the flexibility of rendering a single, standard ambisonics signal to any target speaker array is lost: the signal is assumes a specific "standard" layout and anyone listening with a different array may experience a degradation of localisation accuracy.
 
Target layouts from 5.1 upwards usually surpass the spatial resolution of first-order ambisonics, at least in the frontal quadrant. For optimal resolution, to avoid excessive crosstalk, and to steer around irregularities of the target layout, pre-decodings for such targets should be derived from source material in higher-order ambisonics.<ref>Bruce Wiggins, [http://www.brucewiggins.co.uk/wp-content/plugins/download-monitor/download.php?id=3 ''The Generation of Panning Laws for Irregular Speaker Arrays Using Heuristic Methods''] {{Webarchive|url=http://arquivo.pt/wayback/20160517071752/http://www.brucewiggins.co.uk/wp-content/plugins/download-monitor/download.php?id=3 |date=17 May 2016 }}. 31st AES Conference, London 2007</ref>
 
== Production workflow ==
Ambisonic content can be created in two basic ways: by recording a sound with a suitable first- or higher-order microphone, or by taking separate monophonic sources and panning them to the desired positions. Content can also be manipulated while it is in B-format.
 
=== Ambisonic microphones ===
 
==== Native B-format arrays ====
[[Image:Nimbus-Halliday-Microphone-A.jpg|right|thumb|200px|The array designed and made by Dr Jonathan Halliday of Nimbus Records]]
Since the components of first-order ambisonics correspond to physical microphone pickup patterns, it is entirely practical to record B-format directly, with three coincident microphones: an omnidirectional capsule, one forward-facing figure-8 capsule, and one left-facing figure-8 capsule, yielding the <math>W</math>, <math>X</math> and <math>Y</math> components.<ref>E. M. Benjamin and T. Chen, "The Native B-Format Microphone", AES 119th Convention, New York, 2005, Preprint no. 6621. http://www.aes.org/e-lib/browse.cfm?elib=13348</ref><ref>[1] E. M. Benjamin and T. Chen, "The Native B-Format Microphone: Part II", AES 120th Convention, Paris, 2006, Preprint no. 6640. http://www.aes.org/e-lib/browse.cfm?elib=13444</ref> This is referred to as a ''native'' or ''Nimbus/Halliday'' microphone array, after its designer Dr Jonathan Halliday at [[Nimbus Records]], where it is used to record their extensive and continuing series of Ambisonic releases. An integrated native B-format microphone, the C700S<ref>[http://www.josephson.com/pdf/srs7.pdf C700 Variable Pattern Microphones], Josephson Engineering</ref> has been manufactured and sold by [[Josephson Engineering]] since 1990.
 
The primary difficulty inherent in this approach is that high-frequency localisation and clarity relies on the diaphragms approaching true coincidence. By stacking the capsules vertically, perfect coincidence for horizontal sources is obtained. However, sound from above or below will theoretically suffer from subtle comb filtering effects in the highest frequencies. In most instances this is not a limitation as sound sources far from the horizontal plane are typically from room reverberation. In addition, stacked figure-8 microphone elements have a deep null in the direction of their stacking axis such that the primary transducer in those directions is the central omnidirectional microphone. In practice this can produce less localisation error than either of the alternatives (tetrahedral arrays with processing, or a fourth microphone for the Z axis.){{Citation needed|reason=Reliable source needed for the whole sentence|date=February 2016}}
 
Native arrays are most commonly used for horizontal-only surround, because of increasing positional errors and shading effects when adding a fourth microphone.
 
==== The tetrahedral microphone ====
Since it is impossible to build a perfectly coincident microphone array, the next-best approach is to minimize and distribute the positional error as uniformly as possible. This can be achieved by arranging four cardioid or sub-cardioid capsules in a tetrahedron and equalising for uniform diffuse-field response.<ref>Michael A. Gerzon, ''The Design of Precisely Coincident Microphone Arrays for Stereo and Surround Sound'', 50th AES Convention, London 1975, http://www.aes.org/e-lib/browse.cfm?elib=2466</ref> The capsule signals are then converted to B-format with a matrix operation.
 
The Core Sound TetraMic <ref>{{Cite web |title=Core Sound TetraMic 1st-Order Ambisonic Microphone |url=https://www.core-sound.com/products/tetramic |website=Core Sound LLC |language=en-US}}</ref> was the first commercially available A-format ambisonic microphone. Introduced in 2006, it uses four cardioid capsules. Each TetraMic is individually calibrated, and a calibration file and A- to B-format encoder plug-in are provided with each microphone.
 
{{Details|Soundfield microphone}}
Outside ambisonics, tetrahedral microphones have become popular with ___location recording engineers working in stereo or 5.1 for their flexibility in post-production; here, the B-format is only used as an intermediate to derive [[#Virtual microphones|virtual microphones]].
 
==== Higher-order microphones ====
Above first-order, it is no longer possible to obtain Ambisonic components directly with single microphone capsules. Instead, higher-order difference signals are derived from several spatially distributed (usually omnidirectional) capsules using very sophisticated digital signal processing.<ref>Peter Plessas, [http://plessas.mur.at/rnd/da/Thesis_Plessas.pdf ''Rigid Sphere Microphone Arrays for Spatial Recording and Holography''], Diploma thesis in Electrical Engineering - Audio Engineering, Graz 2009</ref>
 
The Core Sound OctoMic <ref>{{Cite web |title=Core Sound OctoMic Second-Order Microphone |url=https://www.core-sound.com/products/octomic |website=Core Sound LLC |language=en-US}}</ref> was the first commercially available second-order ambisonic microphone. Introduced in 2018, it uses eight cardioid capsules. Each OctoMic is individually calibrated, and a calibration file and A- to B-format encoder plug-in are provided with each microphone.
 
The ZYLIA ZM-1<ref>{{Cite web |title=ZYLIA - 3D Audio Recording & Post-processing Solutions |url=https://www.zylia.co/zylia-zm-1-microphone.html |website=Zylia Inc. |language=en-US}}</ref> is a commercially available microphone capable of generating third-order ambisonic recordings, using 19 omni-directional capsules.
 
The em64 Eigenmike from mh acoustics<ref>{{Cite web|url=https://mhacoustics.com/products|title=Products {{!}} mhacoustics.com|website=mhacoustics.com|language=en|access-date=2018-04-07}}</ref> is a 64-channel spherical microphone array capable of sixth-order capture. The production of the em64 has superseded their previous em32 microphone.<ref>{{Cite web|url=https://eigenmike.com/|title = Eigenmike {{!}} mh acoustics|website=eigenmike.com|language=en|access-date=2024-12-06}}</ref>
 
A recent paper by Peter Craven et al.<ref>P G Craven, M J Law, and C Travis, [http://ambisonics.iem.at/symposium2009/proceedings/ambisym09-craventravis-tangentialsphmic.pdf/at_download/file ''Microphone arrays using tangential velocity sensors''] {{Webarchive|url=https://web.archive.org/web/20090630145846/http://ambisonics.iem.at/symposium2009/proceedings/ambisym09-craventravis-tangentialsphmic.pdf/at_download/file |date=30 June 2009 }}, Ambisonics Symposium, Graz 2009</ref> (subsequently patented) describes the use of bi-directional capsules for higher order microphones to reduce the extremity of the equalisation involved. No microphones have yet been made using this idea.
 
=== Ambisonic panning ===
The most straightforward way to produce Ambisonic mixes of arbitrarily high order is to take monophonic sources and position them with an Ambisonic encoder.
 
A full-sphere encoder usually has two parameters, azimuth (or horizon) and elevation angle. The encoder will distribute the source signal to the Ambisonic components such that, when decoded, the source will appear at the desired ___location. More sophisticated panners will additionally provide a radius parameter that will take care of distance-dependent attenuation and bass boost due to near-field effect.
 
Hardware panning units and mixers for first-order ambisonics have been available since the 1980s<ref>Michael A Gerzon and Geoffrey J Barton, ''Ambisonic Surround-Sound Mixing for Multitrack Studios'', AES Preprint C1009, 2nd International Conference: The Art and Technology of Recording May 1984. http://www.aes.org/e-lib/browse.cfm?elib=11654</ref><ref>Richard Elen, [http://www.ambisonic.net/ambimix.html ''Ambisonic mixing – an introduction''], Studio Sound, September 1983</ref><ref>Nigel Branwell, [http://www.ambisonic.net/branwell_arb.html ''Ambisonic Surround-Sound Technology for Recording and Broadcast''], Recording Engineer/Producer, December 1983</ref> and have been used commercially. Today, panning plugins and other related software tools are available for all major digital audio workstations, often as [[free software]]. However, due to arbitrary bus width restrictions, few professional [[digital audio workstation]]s (DAW) support orders higher than second. Notable exceptions are [[REAPER]], [[Pyramix (software)|Pyramix]], [[ProTools]], [[Steinberg Nuendo|Nuendo]] and [[Ardour (software)|Ardour]].
 
{{Details|List of Ambisonic hardware#Legacy hardware}}
 
=== Ambisonic manipulation ===
 
First order B-format can be manipulated in various ways to change the contents of an auditory scene. Well known manipulations include "rotation" and "dominance" (moving sources towards or away from a particular direction).<ref name="aes.org"/><ref>Dave G. Malham, [http://www.york.ac.uk/inst/mustech/3d_audio/ambis2.htm ''Spatial Heading Mechanisms and Sound Reproduction''] 1998, retrieved 2014-01-24</ref>
 
Additionally, linear time-invariant [[signal processing]] such as [[Equalisation (audio)|equalisation]] can be applied to B-format without disrupting sound directions, as long as it applied to all component channels equally.
 
More recent developments in higher order ambisonics enable a wide range of manipulations including rotation, reflection, movement, 3D [[reverb]], upmixing from legacy formats such as 5.1 or first order, visualisation and directionally-dependent masking and equalisation.
 
=== Data exchange ===
 
Transmitting Ambisonic B-format between devices and to end-users requires a standardized exchange format. While ''traditional first-order B-format'' is well-defined and universally understood, there are conflicting conventions for higher-order ambisonics, differing both in channel order and weighting, which might need to be supported for some time. Traditionally, the ''Furse-Malham (FuMa) higher order format'' in the <code>.amb</code> container based on Microsoft's WAVE-EX file format.<ref name=".AMB">Richard Dobson [http://people.bath.ac.uk/masrwd/bformat.html ''The AMB Ambisonic File Format''] {{Webarchive|url=https://web.archive.org/web/20140422234520/http://people.bath.ac.uk/masrwd/bformat.html |date=22 April 2014 }}</ref> It scales up to third order and has a file size limitation of 4GB.
 
The current B-format standard format is AmbiX<ref>Christian Nachbar, Franz Zotter, Etienne Deleflie, and Alois Sontacchi: [https://www.researchgate.net/publication/266602800_AMBIX_-A_SUGGESTED_AMBISONICS_FORMAT ''AmbiX - A Suggested Ambisonics Format''] Ambisonics Symposium 2011, Lexington (KY) 2011</ref> proposal, which adopts the <code>.caf</code> file format and does away with the 4GB limit. It scales to arbitrarily high orders and is based on SN3D encoding. SN3D encoding has been adopted by Google as the basis for its YouTube 360 format.<ref>YouTube Help, [https://support.google.com/youtube/answer/6395969?hl=en-GB Use spatial audio in 360-degree and VR videos]</ref>
{{Details|Ambisonic data exchange formats}}
 
=== Compressed distribution ===
To effectively distribute Ambisonic data to non-professionals, [[lossy compression]] is desired to keep the data size acceptable. However, simple multi-mono compression is not sufficient, as lossy compression tends to destroy phase information and thus degrade localization in the form of spatial reduction, blur, and phantom source. Reduction of redundancy among channels is desired, not only to enhance compression, but also to reduce the risk of dicernable phase errors.<ref name=Mahe>{{cite conference |last1=Mahé |first1=Pierre |last2=Ragot |first2=Stéphane |last3=Marchand |first3=Sylvain |title=First-Order Ambisonic Coding with PCA Matrixing and Quaternion-Based Interpolation |url=https://hal.science/hal-02289558 |pages=284 |language=en |date=2 September 2019 |conference=22nd International Conference on Digital Audio Effects (DAFx-19), Birmingham, UK}}</ref> (It is also possible to use post-processing to hide the artifacts.)<ref>{{cite conference|last1=Mahé |first1=Pierre |last2=Ragot |first2=Stéphane |last3=Marchand |first3=Sylvain |last4=Daniel |first4=Jérôme |title=Ambisonic Coding with Spatial Image Correction |url=https://hal.science/hal-03042322/ |language=en|conference=European Signal Processing Conference (EUSIPCO) 2020|date=January 2021}}</ref>
 
As with mid-side joint stereo encoding, a static matrixing scheme (as in Opus) is usable for first-order ambisonics, but not optimal in case of multiple sources. A number of schemes such as DirAC use a scheme similar to [[parametric stereo]], where a downmixed signal is encoded, the principal direction recorded, and some description of ambiance added. [[MPEG-H 3D Audio]], drawing on some work from [[MPEG Surround]], extends the concept to handle multiple sources. MPEG-H uses [[principal component analysis]] to determine the main sources and then encodes a multi-mono signal corresponding to the principal directions. These parametric methods provide good quality, so long as they take good care in smoothing sound directions among frames.<ref name=Mahe/> PCA/SVD is applicable for first-order as well as high-order ambisonics input.<ref>{{cite book |last1=Zamani |first1=Sina |last2=Nanjundaswamy |first2=Tejaswi |last3=Rose |first3=Kenneth |title=2017 IEEE Workshop on Applications of Signal Processing to Audio and Acoustics (WASPAA) |chapter=Frequency ___domain singular value decomposition for efficient spatial audio coding |date=October 2017 |pages=126–130 |doi=10.1109/WASPAA.2017.8170008|arxiv=1705.03877 |isbn=978-1-5386-1632-1 |s2cid=1036250 }}</ref>
 
==Decoding==
{{further|Ambisonic reproduction systems}}
This section focusses on decoding of classic first-order ambisonics. The Ambisonic B-format WXYZ signals define what the listener should hear. How these signals are presented to the listener by the speakers for best results, depends on the number of speakers and their ___location. Ambisonics treats directions where no speakers are placed with as much importance as speaker positions. It is undesirable for the listener to be conscious that the sound is coming from a discrete number of speakers. Some simple decoding equations are known to give good results for common speaker arrangements.
 
But Ambisonic Speaker Decoders can use much more information about the position of speakers, including their exact position and distance from the listener. Because human beings use different mechanisms to locate sound, '''Classic Ambisonic Decoders''' it is desirable to modify the speaker feeds at each frequency to present the best information using Shelf Filters.
 
Some views on the complexities of '''Shelf Filters''' and '''Distance Compensation''' are explained in "Ambisonic Surround Decoders"<ref>{{cite web| first = Richard| last= Lee| title= Ambisonic Surround Decoder| url= http://www.ambisonia.com/Members/ricardo/ASD.htm| publisher= Ambisonia.com| date= 18 February 2007| accessdate = 4 April 2009| archive-url= https://web.archive.org/web/20090319141348/http://ambisonia.com/Members/ricardo/ASD.htm| archive-date= 19 March 2009 | url-status= live}}</ref> and "[[#External links|SHELF FILTERS for Ambisonic Decoders]]".<ref>{{cite web| first= Richard| last= Lee| title= SHELF FILTERS for Ambisonic Decoders| url= http://www.ambisonia.com/Members/ricardo/shelfs.zip/view| publisher= Ambisonia.com| format= Zipped Microsoft Word document| date= 14 April 2007| accessdate= 4 April 2009| archive-url= https://web.archive.org/web/20090415152926/http://www.ambisonia.com/Members/ricardo/shelfs.zip/view| archive-date= 15 April 2009| url-status= dead}}</ref>
 
There are specialised decoders for large audiences in large spaces.
 
Hardware decoders have been commercially available since the late 1970s; currently, ambisonics is standard in surround products offered by [[Meridian Audio, Ltd.]] Ad hoc [[#External links|software decoders are also available]].
 
There are five main types of decoder:
 
=== Diametric decoders ===
This design is intended for a domestic, small room setting, and allows speakers to be arranged in diametrically opposed pairs.
 
=== Regular polygon decoders ===
This design is intended for a domestic, small room setting. The speakers are equidistant from the listener and lie equally spaced on the circumference of a circle. The simplest [[Regular polygon|Regular Polygon]] decoder is a Square with the listener in the centre. At least four speakers are required. Triangles do not work, exhibiting large "holes" between the speakers. Regular Hexagons perform better than Squares especially to the sides.
 
For the simplest (two dimensional) case (no height information), and spacing the loudspeakers equally in a circle, we derive the loudspeaker signals from the B-format W, X and Y channels:
:<math>P_n = W + X \cos\theta_n + Y \sin\theta_n</math>
where <math>\theta_n</math> is the direction of the speaker under consideration.
 
The most useful of these is the Square 4.0 decoder.
 
The [[coordinate system]] used in ambisonics follows the [[right hand rule]] convention with positive X pointing forwards, positive Y pointing to the left and positive Z pointing upwards. Horizontal angles run [[anticlockwise]] from due front and vertical angles are positive above the horizontal, negative below.
 
=== Auditorium decoders ===
This design is intended for a large, [[public space]] setting.
 
=== "Vienna" decoders ===
These are so named because the paper introducing deriving Ambisonic Decoders for irregular loudspeaker layouts was presented at the 1992 [[Audio Engineering Society|AES]] conference held in Vienna. The design was covered by a 1998 patent.<ref>{{cite patent|country=US|number=5757927|title=Surround sound apparatus|pubdate=1998-05-26|assign1=Trifield Productions Ltd.|inventor1-last=Gerzon|inventor1-first=Michael Anthony|inventor2-last=Barton|inventor2-first=Geoffrey James|inventorlink1 =Michael Gerzon}}</ref> from Trifield Productions. The technology provides one approach to the decoding of ambisonic signals to irregular loudspeaker arrays (such as [[International Telecommunication Union|ITU]]) commonly used for 5.1 [[surround sound]] replay. A slight flaw in the 1992 published papers decoder coefficients, and the use of heuristic search algorithms in order to solve the set of non-linear simultaneous equations needed to generate the decoders was published by Wiggins et al. in 2003,<ref>{{ cite journal| url = http://www.brucewiggins.co.uk/wp-content/plugins/download-monitor/download.php?id=7|last1=Wiggins|first1=Bruce |last2=Paterson-Stephens|first2=Iain |last3=Lowndes|first3=Val |last4=Berry|first4=Stuart |date=2003 |title=The Design and Optimisation of Surround Sound Decoders Using Heuristic Methods |journal=Proceedings of UKSim 2003, Conference of the UK Simulation Society |pages=106–114}}</ref> and later extended to higher order irregular decoders in 2004<ref>{{cite thesis |type=PhD |url=https://doi.org/10.48773/93q0q|last=Wiggins|first=Bruce |date=2004|title=An Investigation into the Real-time Manipulation and Control of Three-dimensional Sound Fields |publisher=University of Derby|doi=10.48773/93q0q|hdl = 10.48773/93q0q}}</ref>
 
=== Parametric decoders ===
The idea behind parametric decoding is to treat the sound's direction of incidence as a parameter that can be estimated through [[time–frequency analysis]]. A large body of research into human spatial hearing<ref>{{cite book| last= Blauert| first= Jens| author-link= Jens Blauert| title= Spatial Hearing: The Psychophysics of Human Sound Localization| url= https://books.google.com/books?id=wBiEKPhw7r0C| edition= Revised| year= 1997| publisher= MIT Press| ___location= Cambridge, MA| isbn= 978-0-262-02413-6}}</ref><ref>{{cite book| last= Bregman| first= Albert S.| author-link= Albert Bregman| title= Auditory Scene Analysis: The Perceptual Organization of Sound| url= https://books.google.com/books?id=jI8muSpAC5AC&q=%22Auditory+scene+analysis%22+Bregman| series= Bradford Books| date= 29 September 1994| publisher= MIT Press| ___location= Cambridge, MA| isbn= 978-0-262-52195-6}}</ref> suggests that our auditory cortex applies similar techniques in its [[auditory scene analysis]], which explains why these methods work.
 
The major benefits of parametric decoding is a greatly increased angular resolution and the separation of analysis and synthesis into separate processing steps. This separation allows B-format recordings to be rendered using any [[Panning (audio)|panning]] technique, including delay panning, VBAP<ref>{{cite web| url= http://www.acoustics.hut.fi/research/cat/vbap/| title= Vector base amplitude panning| date= 18 January 2006| work= Research / Spatial sound| publisher= TKK Acoustics| ___location= Otakaari, Finland| accessdate= 12 May 2012}}</ref> and [[HRTF]]-based synthesis.
 
Parametric decoding was pioneered by Lake DSP<ref>{{cite patent|country=US|number=6628787|title=Wavelet conversion of 3-D audio signals|pubdate=2003-09-30|assign1=Lake Technology Ltd.|inventor1-last=McGrath|inventor1-first=David Stanley|inventor2-last=McKeag|inventor2-first=
Adam Richard}}</ref> in the late 1990s and independently suggested by Farina and Ugolotti in 1999.<ref>{{cite conference| url =http://pcfarina.eng.unipr.it/Public/Papers/126-AESC99.PDF| title =Subjective Comparison Between Stereo Dipole and 3D Ambisonic Surround Systems for Automotive Applications| first1 =Angelo| last1 =Farina| first2 =Emanuele| last2 =Ugolotti|date=April 1999| conference =AES 16th International conference on Spatial Sound Reproduction| conference-url =http://www.acoustics.hut.fi/aes16/main.htm| book-title =Proceedings of the AES 16th International Conference| publisher =[[Audio Engineering Society|AES]]| ___location =Rovaniemi, Finland| id =s78357| accessdate =12 May 2012}}</ref> Later work in this ___domain includes the DirAC method<ref name="DirAC">{{cite web|url= http://www.acoustics.hut.fi/research/cat/DirAC/| title= Directional Audio Coding| date= 23 May 2011| work= Research / Spatial sound| publisher= TKK Acoustics| ___location = Otakaari, Finland| accessdate = 12 May 2012}}</ref> and the Harpex method.<ref>{{cite web| url= http://harpex.net/| title= Harpex| year = 2011| publisher= Harpex Limited| ___location= Oslo, Norway| accessdate = 12 May 2012}}</ref>
 
=== Irregular layout decoders ===
The [[Rapture3D]] decoder from [[Blue Ripple Sound]] supports this and is already used in a number of computer games using [[OpenAL]].
 
== Current development ==
=== Open source ===
Since 2018 a free and open source implementation exists in the IEM Plugin Suite<ref name="IEMPI"/> and the SPARTA suite<ref name="SPARTA"/> that implement the recent academic developments and the [[Opus (audio format)|sound codec Opus]]. Opus provides two channel encoding modes: one that simply stores channels individually, and another that weights the channels through a fixed, invertible matrix to reduce redundancy.<ref>{{cite web |last1=Valin |first1=Jean-Marc |title=Opus 1.3 Released |website=Opus documentation |url=https://jmvalin.ca/opus/opus-1.3/ |access-date=7 September 2020}}</ref> A listening-test of Opus ambisonics was published in 2020, as calibration for AMBIQUAL, an objective metric for compressed ambisonics by Google. Opus third-order ambisonics at 256 kbps has similar localization accuracy compared to Opus first-order ambisonics at 128 kbps.<ref>{{cite journal |last1=Narbutt |first1=Miroslaw |last2=Skoglund |first2=Jan |last3=Allen |first3=Andrew |last4=Chinen |first4=Michael |last5=Barry |first5=Dan |last6=Hines |first6=Andrew |title=AMBIQUAL: Towards a Quality Metric for Headphone Rendered Compressed Ambisonic Spatial Audio |journal=Applied Sciences |date=3 May 2020 |volume=10 |issue=9 |pages=3188 |doi=10.3390/app10093188|doi-access=free |hdl=10197/11947 |hdl-access=free }}</ref>{{rp|at=Fig. 12}}
 
=== Corporate interest ===
 
Since its adoption by Google and other manufacturers as the audio format of choice for [[virtual reality]], ambisonics has seen a surge of interest.<ref>[https://github.com/google/spatial-media Google Specifications and tools for 360º video and spatial audio], retrieved May 2016</ref><ref>[https://support.google.com/youtube/answer/6178631?hl=en-GB Upload 360-degree videos], retrieved May 2016</ref><ref>{{Cite web |url=https://developer3.oculus.com/documentation/audiosdk/latest/concepts/audiosdk-features/#audiosdk-features-supported |title=Oculus Developer Center: Supported Features/Ambisonics |access-date=1 November 2016 |archive-date=3 November 2016 |archive-url=https://web.archive.org/web/20161103235407/https://developer3.oculus.com/documentation/audiosdk/latest/concepts/audiosdk-features/#audiosdk-features-supported |url-status=dead }}</ref>
 
In 2018, [[Sennheiser]] released its VR microphone,<ref>[https://en-us.sennheiser.com/microphone-3d-audio-ambeo-vr-mic "Sennheiser AMBEO VR Mic"]</ref> and [[Zoom Corporation|Zoom]] released an Ambisonics Field Recorder.<ref>[https://www.zoom.co.jp/products/field-video-recording/field-recording/h3-vr-handy-recorder "Ambisonics Field Recorder Zoom H3-VR"]</ref> Both are implementations of the tetrahedral microphone design which produces first order ambisonics.
 
A number of companies are currently conducting research in ambisonics:
* [[BBC]]<ref>Chris Baume, Anthony Churnside, [http://www.bbc.co.uk/rd/publications/whitepaper221 ''Upping the Auntie: A Broadcaster's Take on Ambisonics''], BBC R&D Publications, 2012</ref><ref>Darius Satongar, Chris Dunn, Yiu Lam, and Francis Li [http://www.bbc.co.uk/rd/publications/whitepaper261 ''Localisation Performance of Higher-Order Ambisonics for Off-Centre Listening'', BBC R&D Publications, 2013]</ref><ref>Paul Power, Chris Dunn, W. Davies, and J. Hirst, [http://www.bbc.co.uk/rd/publications/whitepaper261 ''Localisation of Elevated Sources in Higher-order Ambisonics''], BBC R&D Publications, 2013</ref>
* [[Technicolor]] Research and Innovation/Thomson Licensing<ref>Johann-Markus Batke and Florian Keiler, [http://ambisonics10.ircam.fr/drupal/files/proceedings/presentations/O14_47.pdf ''Using VBAP-derived Panning Functions for 3D Ambisonics Decoding''] 2nd International Symposium on Ambisonics and Spherical Acoustics, Paris 2010</ref><ref>Florian Keiler, Sven Kordon, Johannes Boehm, Holger Kropp, and Johann-Markus Batke, [https://patents.google.com/patent/EP2450880A1 ''Data structure for Higher Order Ambisonics audio data''], European Patent Application EP 2450880 A1, 2012</ref>
 
[[Dolby Laboratories]] have expressed "interest" in ambisonics by acquiring (and liquidating) Barcelona-based ambisonics specialist [[imm sound]] prior to launching [[Dolby Atmos]],<ref>{{cite news| url=http://www.hollywoodreporter.com/news/dolby-laboratories-IMM-sound-digital-352877| title=Dolby Laboratories acquires rival imm sound | publisher = The Hollywood Reporter| date= 23 July 2012 }}</ref> which, although its precise workings are undisclosed, does implement decoupling between source direction and actual loudspeaker positions. Atmos takes a fundamentally different approach in that it does not attempt to transmit a sound field; it transmits discrete premixes or stems (i.e., raw streams of sound data) along with metadata about what ___location and direction they should appear to be coming from. The stems are then decoded, mixed, and rendered in real time using whatever loudspeakers are available at the playback ___location.
 
=== Use in gaming ===
Higher-order ambisonics has found a niche market in video games developed by [[Codemasters]]. Their first game to use an Ambisonic audio engine was [[Colin McRae: DiRT]], however, this only used ambisonics on the [[PlayStation 3]] platform.<ref>
{{cite web
|url = http://etiennedeleflie.net/2007/08/30/interview-with-simon-goodwin-of-codemasters-on-the-ps3-game-dirt-and-ambisonics/
|title = Interview with Simon Goodwin of Codemasters on the PS3 game DiRT and Ambisonics.
|first = Etienne
|last = Deleflie
|date = 30 August 2007
|work = Building Ambisonia.com
|publisher = Etienne Deleflie
|___location = Australia
|access-date = 7 August 2010
|archive-url = https://web.archive.org/web/20110723120613/http://etiennedeleflie.net/2007/08/30/interview-with-simon-goodwin-of-codemasters-on-the-ps3-game-dirt-and-ambisonics/
|archive-date = 23 July 2011
|url-status = dead}}
</ref> Their game [[Race Driver: GRID]] extended the use of ambisonics to the [[Xbox 360]] platform,<ref>{{cite web
|url = http://etiennedeleflie.net/2008/06/24/codemasters-ups-their-useage-of-ambisonics-on-race-driver-grid/
|title = Codemasters ups Ambisonics again on Race Driver GRID ...
|first = Etienne
|last = Deleflie
|date = 24 June 2008
|work = Building Ambisonia.com
|publisher = Etienne Deleflie
|___location = Australia
|access-date = 7 August 2010
|archive-url = https://web.archive.org/web/20110723121006/http://etiennedeleflie.net/2008/06/24/codemasters-ups-their-useage-of-ambisonics-on-race-driver-grid/
|archive-date = 23 July 2011
|url-status = dead
}}</ref> and [[Colin McRae: DiRT 2]] uses ambisonics on all platforms including the PC.<ref>{{cite news
| title = Interview: Simon N Goodwin, Codemasters
| first = Ben
| last = Firshman
| url = http://theboar.org/games/2010/mar/3/interview-simon-goodwin-codemasters/
| newspaper = The Boar
| publisher = The University of Warwick
| ___location = Coventry, United Kingdom
| id = Core of Volume 32, Issue 11
| date = 3 March 2010
| page = 18
| access-date =7 August 2010
}}</ref>
 
The recent games from Codemasters, [[F1 2010 (video game)|F1 2010]], [[Dirt 3]],<ref>{{cite web
| url=http://www.blueripplesound.com/story/dirt3
| title=DiRT3 |date=23 May 2011
| website=Gaming News
| publisher=Blue Ripple Sound
| access-date=21 November 2013
}}</ref> [[F1 2011 (video game)|F1 2011]]<ref>{{cite web
| url=http://www.blueripplesound.com/story/f1-2011
| title=F1 2011
| date=23 September 2011
| website=Gaming News
| publisher=Blue Ripple Sound
| access-date=21 November 2013
| archive-date=19 December 2013
| archive-url=https://web.archive.org/web/20131219015532/http://www.blueripplesound.com/story/f1-2011
| url-status=dead
}}</ref> and [[Dirt: Showdown]],<ref>{{cite web
| url=http://www.blueripplesound.com/story/dirt-showdown
| title=DiRT Showdown
| date=18 June 2012
| website=Gaming News
| publisher=Blue Ripple Sound
| access-date=21 November 2013
| archive-date=14 December 2017
| archive-url=https://web.archive.org/web/20171214182720/http://www.blueripplesound.com/story/dirt-showdown
| url-status=dead
}}</ref> use fourth-order ambisonics on faster PCs,<ref>{{cite web
|url = http://www.blueripplesound.com/3d-audio-gaming
|title = 3D Audio for Gaming
|publisher = Blue Ripple Sound
|access-date = 21 November 2013
|archive-url = https://web.archive.org/web/20131213214459/http://www.blueripplesound.com/3d-audio-gaming
|archive-date = 13 December 2013
|url-status = dead}}</ref> rendered by [[Blue Ripple Sound]]'s [[Rapture3D]] [[OpenAL]] driver and pre-mixed Ambisonic audio produced using Bruce Wiggins' WigWare Ambisonic Plug-ins.<ref>{{cite web
| url=http://impact.ref.ac.uk/CaseStudies/CaseStudy.aspx?Id=9508
| title=Improved Spatial Audio from Ambisonic Surround Sound Software - A REF Impact Case Study
| publisher=Higher Education Funding Council for England (HEFCE)
| access-date=18 February 2016
}}</ref>
 
OpenAL Soft [https://openal-soft.org/], a free and open source implementation of the OpenAL specification, also uses ambisonics to render 3D audio.<ref>{{cite web
|url = https://github.com/kcat/openal-soft/blob/master/docs/ambisonics.txt
|title = openal-soft/ambisonics.txt at master · kcat/openal-soft · GitHub
|website = [[GitHub]]
|access-date = 15 June 2021
}}</ref> OpenAL Soft can often be used as a drop-in replacement for other OpenAL implementations, enabling [[OpenAL#Games|several games that use the OpenAL API]] to benefit from rendering audio with ambisonics.
 
For many games that do not make use of the OpenAL API natively, the use of a [[Wrapper library|wrapper]] or a chain of wrappers can help to make these games indirectly use the OpenAL API. Ultimately, this leads to the sound being rendered in ambisonics if a capable OpenAL driver such as OpenAL Soft is being used.<ref>{{cite web
|url = https://docs.google.com/document/d/1SyOw7D0H2ecGxzPsCFEFKwupU8LuazUrlkI-gVTpyhc/
|publisher = I Drink Lava
|title = List of PC games that use DirectSound3D - Google Docs
|access-date = 26 June 2021
}}</ref>
 
The [[Unreal Engine]] supports soundfield ambisonics rendering since version 4.25.<ref>{{cite web
|url = https://docs.unrealengine.com/4.26/en-US/WhatsNew/Builds/ReleaseNotes/4_25/
|publisher = Epic Games, Inc.
|title = <nowiki>Unreal Engine 4.25 Release Notes | Unreal Engine Documentation</nowiki>
|access-date = 27 May 2022
}}</ref> The [[Unity (game engine)|Unity engine]] supports working with ambisonics audio clips since version 2017.1.<ref>{{cite web
|url = https://unity3d.com/unity/whats-new/unity-2017.1.0
|publisher = Unity Technologies
|title = What's new in Unity 2017.1 - Unity
|access-date = 27 May 2022
|archive-date = 24 March 2022
|archive-url = https://web.archive.org/web/20220324081942/https://unity3d.com/unity/whats-new/unity-2017.1.0
|url-status = dead
}}</ref>
 
== Patents and trademarks ==
Most of the patents covering Ambisonic developments have now expired (including those covering the [[Soundfield microphone]]) and, as a result, the basic technology is available for anyone to implement.
 
The "pool" of patents comprising ambisonics technology was originally assembled by the UK Government's National Research & Development Corporation (NRDC), which existed until the late 1970s to develop and promote British inventions and license them to commercial manufacturers – ideally to a single licensee. The system was ultimately licensed to [[Nimbus Records]] (now owned by Wyastone Estate Ltd).
 
The "interlocking circles" Ambisonic logo (UK trademarks {{UK trademark|1113276|UK00001113276}} and {{UK trademark|1113277|UK00001113277}}), and the text marks "AMBISONIC" and "A M B I S O N" (UK trademarks {{UK trademark|1500177|UK00001500177}} and {{UK trademark|1112259|UK00001112259}}), formerly owned by Wyastone Estate Ltd., have expired as of 2010.
 
== See also ==
* [[Ambisonic reproduction systems]]
* [[Ambisonic decoding]]
* [[Ambisonic UHJ Format]]
* [[Gaussian splatting]]
* [[List of Ambisonic hardware]]
* [[Meridian Audio, Ltd.]], manufacturer of hardware decoders
* [[Nimbus Records]]
* [[Soundfield microphone]]
 
== Notes ==
{{Reflist|group=note}}
 
== References ==
{{Reflist}}
 
== External links ==
* [http://www.ambisonic.net/ Ambisonic.net] website
* [http://www.ambisonia.com/ Ambisonia], a repository of Ambisonic recordings and compositions
* [http://ambisonic.info/ Ambisonic.info], website of Ambisonic field recordist Paul Hodges
<!-- Commented out because it is due to be back online real soon now
* [http://www.ambisonia.com/wiki/ Ambisonics Wiki on Ambisonia], a knowledge base for documenting and sharing anything related to ambisonics
-->
* [http://pcfarina.eng.unipr.it/Ambisonics.htm Ambisonics resources] at the University of Parma
* [http://www.york.ac.uk/inst/mustech/3d_audio/ Ambisonic resources] at the University of York
* [http://www.blueripplesound.com/hoa-introduction Higher Order Ambisonic Technical Notes] at Blue Ripple Sound
* [https://wiki.xiph.org/Ambisonics Ambisonics] on Xiph wiki, a resource aimed at file format developers
* [https://ambisonics.iem.at/s3dapc Europe's (Annual) Student 3D Audio Production Competition S3DAPC, 2017-]
===Decoders===
* [http://members.tripod.com/martin_leese/Ambisonic/faq_latest.html Ambisonic Surround Sound FAQ] (Sections 17 and 18 for hardware decoders)
* [https://web.archive.org/web/20070705153625/http://www.ambisonia.com/wiki/index.php/Playback_Software Ambisonia website] Bruce Wiggins's WAD decoders for 4.0, 6.0 and 8.0 are nearly Classic Ambisonic Decoders and easy to use plugins for [[Windows Media Player]].
* [http://www.radio.uqam.ca/ambisonic/b2x.html B2X Plug-Ins] B2D, B2G and B2Stereo software decoders, in VST and Audio Unit formats, for Mac OS X
* [http://www.ambisonia.com/Members/ricardo/ Shelf Filters and Distance Compensation] "Ambisonic Surround Decoder" and "SHELF FILTERS for Ambisonic Decoders" explain these important features of Classic Ambisonic Decoders for those designing software decoders
* [http://harpex.net Harpex Ltd] (for stand-alone and plug-in versions of the Harpex method)
* [http://www.blueripplesound.com Blue Ripple Sound Limited] Rapture3D and TOA regular and irregular speaker decoders, binaural stereo and more.
 
[[Category:Ambisonics| ]]
[[Category:Surround sound]]
[[Category:Sound technology]]