Current object-based systems are merely audio tracks in a grid of loudspeakers.
DSpatial makes use of all available loudspeakers to emulate the space that surrounds a sound source, creating a cohesively dynamic sonic portrait of the environment itself. These mind-blowingly accurate simulations incorporate the frequency modulation and acoustic variations introduced by surfaces and walls along with their corresponding shapes, sizes and densities. We have aptly coined them “DSpatial-objects.”
By utilizing all of the available loudspeakers and and optimizing your host systems native CPU efficiency, DSpatial Reality automatically manages an array of complex tasks that until now were exclusively executed via meticulous, manual processes.
For instance, DSpatial Reality works with distances and source positioning rather than volume and panning. Engineers need not concern themselves about calculating distance in and automating every minor detail by hand.
Furthermore, the matter of distances in the realm of 3D audio is far more intricate than just volume, as an accurate simulation is heavily variable-dependent. Equalization and the acoustic properties of the space and its contents are just as vital to the listeners perception of a sound as its volume. Within DSpatial Reality, the reflections are pre-calculated, rendered and then played back in real-time automatically, thereby saving the content creators countless hours of tedious work.