360 Reality AudioSpatial Audio

Sony 360 Reality Audio Versions

Object-based 360 Reality Audio versions authored and delivered for platforms that support Sony's spatial format.

Sony 360 Reality Audio places every element as an object in a spherical field around the listener. It is a distinct authoring workflow from Dolby Atmos, with its own tools, rendering behaviour and delivery specification.

Authored, not converted blindly

We build 360 Reality Audio versions from your source session rather than transcoding an Atmos file and hoping it holds up. Object positions are set for the spherical field, and the result is auditioned through the format's own renderer.

Included

  • Object-based authoring in the MPEG-H workflow
  • Spatial placement tailored to the format's rendering
  • Headphone verification across playback devices
  • Delivery files ready for compatible distributors

Frequently Asked Questions

What is Sony 360 Reality Audio?

It is Sony's object-based spatial audio format, built on MPEG-H, which positions individual sounds in a sphere around the listener for playback on headphones and compatible speakers.

Is it the same as Dolby Atmos?

No. Both are object-based and immersive, but they use different authoring tools, renderers and delivery specifications, so each needs its own version.

Can you make both versions from one session?

Yes. We commonly author Atmos and 360 Reality Audio versions from the same source session so the creative intent stays aligned across formats.

Where can listeners hear 360 Reality Audio?

On streaming services that support the format, played back through headphones or compatible speaker systems.

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