Ambisonics Explained: How a Whole Sphere of Sound Fits in One File

Ambisonics Explained: How a Whole Sphere of Sound Fits in One File

Spatial9 Team ·

Ambisonics has been around since the 1970s, but it has never been more relevant. It powers spatial audio in 360 video and virtual reality, and it is at the heart of Eclipsa Audio, the open 3D audio format on YouTube. This guide explains how it works without the maths, using diagrams for each idea.

What is Ambisonics?

Most audio formats describe sound per speaker: this is the left channel, this is the right channel, this is the rear-left channel. Ambisonics describes sound per direction. It stores a picture of the entire sound field around a single listening point, from every angle, including above and below.

Think of the difference between a set of photos taken through several windows and a single 360-degree photo. The window photos only make sense if you stand in the same room. The 360 photo can be viewed on any screen, and you can look around inside it.

Three approaches to spatial audio: channel-based, object-based and scene-based Ambisonics (Ambisonics explained)
Ambisonics is the scene-based approach: it describes the whole sound field rather than individual speakers or objects.

Ambisonics was developed in the United Kingdom in the 1970s, largely through the work of Michael Gerzon and Peter Craven. It was ahead of its time. It took virtual reality, 360 video and headphone spatial audio to make it mainstream.

How Ambisonics works: four signals for a whole sphere

The simplest form, first-order Ambisonics, uses just four signals. Together they are often called B-format.

Four first-order Ambisonics patterns: W all around, X front versus back, Y left versus right, Z up versus down
W captures the overall sound. X, Y and Z each capture one direction: front to back, left to right and up to down.

By combining these four signals in different amounts, a decoder can work out how loud the sound field is in any direction at all. That is why four signals are enough to describe a full sphere, at least roughly.

A tetrahedral ambisonic microphone with four capsules mounted outdoors in a forest
An ambisonic microphone uses four capsules arranged in a tetrahedron. Their signals are converted into W, X, Y and Z.

A-format and B-format

An ambisonic microphone has four capsules pointing in different directions. Their raw signals are called A-format. Software converts them into the W, X, Y and Z signals of B-format, which is what you edit, store and play back.

Ambisonic orders: more signals, more detail

First order gives a good sense of space, but directions are a little blurry. Adding more signals, called higher orders, sharpens the picture.

Comparison of a broad first-order Ambisonics directional pattern and a narrow third-order pattern (Ambisonics explained)
Higher orders make each direction more precise, so sounds feel more clearly placed.

The number of signals grows quickly with each order. The rule is simple: channels = (order + 1) squared.

Bar chart of Ambisonics channel counts: 4 for first order, 9 for second, 16 for third, 25 for fourth and 36 for fifth
Each order adds more channels. Third order, with 16 channels, is a strong balance between detail and file size.
OrderChannelsWhat it sounds likeCommon uses
1st4Clear sense of space, soft directions360 video, field recordings, VR
2nd9Noticeably sharper placementGames, VR experiences
3rd16Precise placement, very immersiveMusic and film delivery, Eclipsa Audio from Spatial9
4th and above25+Extremely detailedResearch, large speaker arrays, installations

The patterns used at third order look a bit like flowers and clover leaves when drawn in 3D: 1 + 3 + 5 + 7 = 16 shapes, each picking up a different slice of the sphere.

Objects being encoded into a pyramid of sixteen third-order Ambisonics components
At third order, each sound is spread across 16 components that together describe its direction precisely.

Encode once, decode anywhere

Ambisonics separates making the sound field from playing it. That separation is its superpower.

Ambisonic mic, mono sounds and Atmos objects are encoded into one sound field, which is decoded to speakers, headphones, or VR and 360 video
Anything can be encoded into the sound field. The sound field can then be decoded for whatever the listener has.

For the headphone side of this, see binaural vs spatial audio.

Ambisonics vs channels vs objects

Channel-basedObject-basedAmbisonics
DescribesSignals for specific speakersIndividual sounds with positionsThe full sphere around a listener
Tied to a speaker layoutYesNoNo
Easy to rotateNoYes, object by objectYes, the whole scene at once
Great forFixed home theatre setupsStudio mixing, Dolby AtmosVR, 360 video, headphones, open delivery
Example5.1, 7.1ADM, Dolby Atmos objectsB-format, Eclipsa Audio scenes

To learn how objects are stored in a studio master, read What is an ADM BWF file?.

Ambisonics in Eclipsa Audio

Eclipsa Audio is built on IAMF, an open, royalty-free standard from the Alliance for Open Media. IAMF supports scene-based audio, so an Eclipsa Audio file can carry an Ambisonics sound field that each device renders for its own speakers or headphones.

That makes Ambisonics a natural fit for open delivery. One file can reach phones, headphones, TVs and soundbars, and every device does the right thing.

When Spatial9 converts a Dolby Atmos master to Eclipsa Audio, it uses third-order Ambisonics with motion-aware translation, so moving objects keep moving. You also get an Intent Fidelity Score showing how faithfully the spatial intent survived. Follow the step-by-step Atmos to Eclipsa Audio guide.

One spatial mix being rendered for headphones, a phone, a TV and soundbar, and a home theatre (Ambisonics explained)
An Ambisonics scene inside Eclipsa Audio adapts to every device.

Two file conventions to know: AmbiX and FuMa

If you work with Ambisonics files, you will meet two naming conventions for how the signals are ordered and scaled.

Both describe the same idea, but the signals are arranged differently. Mixing them up makes sounds appear in the wrong place. If something sounds flipped or strangely wide, check the convention first.

Frequently asked questions

What is Ambisonics in simple terms?

Ambisonics is a way of recording and storing sound from every direction as one complete sphere, so it can be played back on any speakers or headphones and rotated as the listener turns.

How many channels does Ambisonics use?

First order uses 4 channels, second order 9, third order 16 and fourth order 25. The rule is the order plus one, squared.

Is Ambisonics better than Dolby Atmos?

They solve different problems. Dolby Atmos is excellent for mixing with individual objects in a studio. Ambisonics is excellent for describing a whole scene that any device can play. Spatial9 converts Atmos mixes into third-order Ambisonics for Eclipsa Audio, so you can use both.

Do I need a special microphone for Ambisonics?

Only to capture a real space. You can also create Ambisonics in software by panning ordinary recordings into the sphere, or by converting an existing immersive mix.

Can I listen to Ambisonics on headphones?

Yes. A decoder turns the sound field into a binaural mix for headphones, and head tracking can keep sounds fixed in place as you move.

What is B-format?

B-format is the standard form of first-order Ambisonics, made up of the four signals W, X, Y and Z.

Put your mix in a sphere

Ambisonics is how one file can play beautifully everywhere. Convert your Atmos master to a third-order Eclipsa Audio scene with Spatial9 for free, or turn a stereo song into an immersive mix.

Try Spatial9 free