Ambisonics: the future of immersive audio

General, 2025-10-28 12:10:08
by Paperleap
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Written by Paperleap in General on 2025-10-28 12:10:08. Average reading time: minute(s).

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Have you ever closed your eyes at a concert and known exactly where the trumpet player was sitting, or felt the eerie realism of footsteps behind you in a video game? Our ability to tell where sounds come from is one of the marvels of human perception. Scientists are now asking if technology can reproduce sound so precisely that it matches, or even challenges, the limits of our ears. That’s the main question behind a study published in [The Journal of the Acoustical Society of America]. The work comes from a team at Western University in London, Ontario, Canada led by psychologist Nima Zargarnezhad, with colleagues Bruno Mesquita, Ewan A. Macpherson, and Ingrid Johnsrude. The researchers focused on determining whether one of the most advanced sound reproduction methods, like ninth-order ambisonics, can render virtual sounds so crisp and exact that they’re indistinguishable from reality. ### What is ambisonics? Let's say you’re trying to re-create the sound of a bird chirping above your head in a virtual environment. Traditional stereo (two speakers) can hint at left and right. Surround sound (like 5.1 or 7.1 systems) adds front and back. But ambisonics goes further. It’s a mathematical way of breaking down sound into components that can be projected in full 3D (up, down, around, and behind). The “order” refers to how finely the system slices up that 3D sound field. Low-order ambisonics (say, first or second order) produces sounds that feel a bit “blurry” in space. But by climbing up the ladder to higher and higher orders, the spatial precision sharpens. Ninth-order ambisonics, which the Western University team tested, is about as extreme as it gets, requiring a massive array of loudspeakers. To test this, the researchers used a remarkable contraption called the AudioDome. The AudioDome is a geodesic sphere lined with 91 speakers and subwoofers, all carefully calibrated inside an acoustically treated room. It's like a futuristic igloo made of loudspeakers, with a person sitting right in the middle. From that central point, scientists can beam sounds from any direction in 3D space. Stepping inside the AudioDome is the sonic equivalent of a planetarium. One of the measures the researchers used is called the minimum audible angle (MAA), the smallest change in sound direction a person can detect. For sounds coming from straight ahead, people can usually tell if something shifts by just about 1 degree. This is less than the width of your thumb at arm’s length. Move sounds further to the side, and our precision drops. The researchers asked themselves: could ninth-order ambisonics reproduce sound sources with such accuracy that they fall within those human limits? When sounds were played from the front, participants could detect them with the same razor-sharp precision as in real life. The AudioDome wasn’t just good enough, it was spot-on. Even in areas of the dome with fewer speakers, the system still produced equally sharp localization. The sound didn’t get “blurry” depending on where you were listening. At higher frequencies (above 4,000 Hz), the system introduced subtle distortions. These distortions sometimes tricked listeners into hearing sounds as if they were higher or lower than they really were. Surprisingly, those “errors” acted like bonus cues for vertical placement, giving listeners an extra sense of elevation, even though it wasn’t intentional. When putting on a headset for virtual reality and gaming, ninth-order ambisonics could make hearing the sound so perfectly that your brain forgets you’re in a simulation. Digital worlds could start to feel incredibly real. The AudioDome could also help scientists understand how people with hearing loss perceive sound in space and design better hearing aids or cochlear implants, help designers simulate what the soundscape would actually feel to human ears before building, and help musicians and sound artists create immersive 3D experiences where sound moves around the audience with pinpoint precision. With ninth-order ambisonics, technology has finally caught up with the remarkable precision of the human ear. It also reminds us that our brains are active participants in the process. Even tiny distortions can be reinterpreted as useful cues are proof that hearing is as much about perception as physics. As virtual worlds become more common in our daily lives, from gaming to teleconferencing, the science of sound isn’t just about better audio. It’s about creating experiences that feel real. With domes full of speakers and ninth-order ambisonics, the future of listening looks astonishingly vivid. Thanks to ninth-order ambisonics, researchers are now building technology like the AudioDome that can't only keep up with our ability to hear sounds but also push it into new dimensions. And further research on this matter will for sure deepen our understanding of what it really means to hear. If you want to learn more, the original article titled "Focality of sound source placement by higher (ninth) order ambisonics and perceptual effects of spectral reproduction errors" on [The Journal of the Acoustical Society of America] at . [The Journal of the Acoustical Society of America]: https://doi.org/10.1121/10.0036226
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