This project explores the fusion of Ambisonics and object-based spatial audio to design deeply immersive and interactive 3D sound experiences. Using advanced tools like Ableton Live, Wwise, and Unreal Engine, the work culminates in a comprehensive development guide for audio creators aiming to build spatially accurate soundscapes for VR, AR, games, and multimedia.
Building on an earlier 8-channel Ambisonics Max patch designed for a live band, this project seeks to overcome challenges such as:
Complex speaker setups
Limited localization accuracy
Computational constraints at higher Ambisonics orders
Transitioning from speaker-based systems to headphone-based immersive audio, the project combines the strengths of Ambisonics’ spatial envelopment with object-based methods’ localization precision for a more portable and effective solution.
Ambisonics
A technique for encoding audio into a 360° spherical sound field, scalable from 0th to 7th order (with increasing spatial detail). Its output is speaker-array agnostic and excellent for environmental immersion.
Object-Based Spatial Audio
This method uses sound “objects” with 3D coordinates and metadata to precisely position sounds in space. Techniques like VBAP and HRTF filtering ensure accurate localisation, especially for headphone listening.
Ableton Live + IEM Plug-ins
Used to capture, edit, and encode sound into Ambisonics formats—up to the 7th order—for immersive, high-resolution sound scenes.
Wwise + Unreal Engine (Wwise Audio Lab)
A powerful audio-visual development environment used to simulate and spatialise sound in real-time 3D environments.
Key plug-ins and features:
Wwise Mastering Suite – Loudness metering, EQ, spatial optimisation
Wwise Reflect – Real-time reverb and reflection modelling
Wwise AK Convolution Reverb – IR-based acoustic simulation
3D Spatialisation and Localisation – Accurate object positioning and listener-relative audio rendering
1. HRTF Accuracy & Individual Differences
Generic HRTFs often lack precision due to personal differences in ear/head shape
Measuring custom HRTFs is complex and inaccessible for most users
Poor matches can cause localisation errors, discomfort, or disorientation
2. Resource and Software Constraints
Steep learning curves for tools like Wwise and Unreal
Limited access to full plugin functionality during trial periods
Licensing requirements and plugin dependencies slow down prototyping
The project resulted in a step-by-step guide for building immersive audio experiences, covering:
Installation and setup of required tools
Encoding workflows for Ambisonics
Integration of object-based sound sources
Real-time spatial audio processing and rendering in virtual environments
This project illustrates the powerful potential of combining Ambisonics’ immersive qualities with object-based precision, supported by modern audio middleware and game engines.
While issues with HRTFs and software barriers persist, ongoing advances in real-time DSP, machine learning personalization, and hardware capability promise to make spatial audio more accessible and accurate.
Future Work May Include:
Custom HRTF generation tools
Streamlined spatial audio pipelines for creators
Expanded support for AR/VR platforms and mobile devices
Read the attached document for more in-dept information
A guide to designing an Immersive and Interactive 3D Spatial Audio Experience
It is two mins files encoded to 5th order binaural ambisonics using the IEM Suite’s Stereo Encoder and Binaural Decoder. It is 2 mins audio clip made with Novation Bass Station II. Please use headphones for the spatial audio effect.
*It is a very quiet file, and depending on the kind of headphones the experience may wary.