Studio desk with a pair of headphones and a monitor speaker array arranged around the listening position

Dolby Atmos vs Sony 360 Reality Audio: How They Work and Where They Play

Spatial9 Team · · Updated · 12 min read

Key takeaways

  • Dolby Atmos music masters hold up to 128 inputs: a bed plus up to 118 objects, delivered as Dolby Digital Plus JOC or AC-4.
  • Sony 360 Reality Audio launched in 2019 and is built on MPEG-H 3D Audio, standardised as ISO/IEC 23008-3.
  • TIDAL removed 360 Reality Audio on July 24, 2024, and the 360 by Deezer app closed on October 31, 2022.
  • Today 360 Reality Audio music is mainly on Amazon Music Unlimited and nugs.net, while Atmos plays on Apple Music, Amazon Music and TIDAL.

In 2019 two immersive music formats arrived within months of each other. Dolby brought Atmos, already established in cinemas, to streaming music. Sony introduced 360 Reality Audio, a format designed for music from the start. Both promised songs that surround you instead of sitting between two speakers. Seven years later, one of them is on almost every major service and the other has retreated to a few.

This guide explains how each format works, why they sound different, how they are delivered, and what that means for a release today. If you are new to the subject, read our complete guide to spatial audio first.

Side-by-side comparison card of Dolby Atmos and Sony 360 Reality Audio covering spatial model, studio master, delivery format and main music services
The two formats at a glance. Each line is explained below.

Dolby Atmos vs 360 Reality Audio at a glance

Dolby AtmosSony 360 Reality Audio
OwnerDolby LaboratoriesSony
Underlying technologyDolby's proprietary object-based systemMPEG-H 3D Audio (ISO/IEC 23008-3)
Spatial modelBed channels plus objects in a virtual roomObjects on a sphere around the listener
Studio masterADM BWF, up to 128 inputsObject session exported to MPEG-H
Delivery codecDolby Digital Plus JOC, AC-4, TrueHD on discMPEG-H 3D Audio in MP4, several quality levels
HeightYes, through top speakers or binaural renderingYes, objects can sit above and below
Below the listenerNo, the room has a floorYes, the sphere includes negative elevation
Music servicesApple Music, Amazon Music, TIDAL and othersAmazon Music Unlimited, nugs.net
Film and TVCinema, streaming video, Blu-ray, gamesNot used for film
Distributor supportWideLimited

Where each format comes from

Dolby Atmos: from cinema to music

Dolby Atmos premiered in cinemas in 2012 with Pixar's Brave. Its idea was simple to state and hard to engineer: instead of mixing to a fixed number of speakers, describe each sound with a position and let the cinema's processor work out which of its speakers should play it. A mix made once could play in a small room or a large auditorium.

The home version followed in 2014 through Blu-ray and AV receivers. Music arrived in 2019, when Amazon Music launched Atmos tracks alongside its Echo Studio speaker. Apple Music added Spatial Audio with Dolby Atmos in June 2021, which turned Atmos into the default immersive format for music. Labels then began remixing catalogue in Atmos at scale, and distributors added Atmos delivery.

Sony 360 Reality Audio: built for music

Sony announced 360 Reality Audio at CES in 2019 and launched it that autumn with three services: Deezer, nugs.net and TIDAL. It was positioned as a music format rather than a film format. Sony built it on MPEG-H 3D Audio, an international standard developed largely by Fraunhofer IIS, and paired it with Sony headphones, speakers and an app that could personalise headphone playback from photos of the listener's ears.

Amazon Music added 360 Reality Audio in the same year, again alongside the Echo Studio. For a while Amazon was the one service that played both formats.

Timeline of immersive music formats on streaming services from Dolby Atmos in cinemas in 2012 to TIDAL dropping 360 Reality Audio in 2024 and Eclipsa Audio on YouTube in 2025
How the market moved between 2012 and 2025.

How Dolby Atmos works

Beds and objects

An Atmos music session has two kinds of audio. Bed channels are fixed speaker feeds, usually a 7.1.2 layout, used for sounds that do not need to move, such as reverb returns or wide pads. Objects are mono or stereo sounds with position metadata that can change over time. A music master allows up to 128 inputs in total. With a 10-channel bed, that leaves up to 118 objects.

A room-centred coordinate system

Atmos places objects inside a virtual room. Each position is an x, y and z value: left to right, front to back, floor to ceiling. The listener is assumed to sit inside that room, and the renderer maps the room onto whatever speakers exist. A sound placed in the top-right corner goes to the top-right speaker in a 7.1.4 studio, and to a virtual equivalent on headphones.

This approach comes from cinema, where many people sit in different seats. Describing the room, rather than one listener's head, keeps the mix stable for everyone.

The renderer

The Dolby Atmos Renderer turns beds and objects into speaker feeds for monitoring, and into a binaural signal for headphones. Each object carries a binaural render mode, Off, Near, Mid or Far, which tells the headphone renderer how much room to add. The master file is an ADM BWF: a broadcast WAV with an Audio Definition Model description of every channel and object, defined in ITU-R BS.2076.

How Sony 360 Reality Audio works

Objects on a sphere

360 Reality Audio describes every sound as an object with a direction and distance from the listener: azimuth, elevation and radius. The listener sits at the centre of a sphere. Because the sphere is complete, an object can sit below ear level as well as above it, which a room model with a floor does not express in the same way.

Diagram comparing the Dolby Atmos room-centred model, with objects inside a rectangular room of speakers, and the 360 Reality Audio listener-centred sphere with objects placed by direction
Atmos describes a room. 360 Reality Audio describes directions from your head.

The production tools

Engineers create 360 Reality Audio mixes in a DAW with a dedicated plugin, today sold as 360 WalkMix Creator and previously known as the 360 Reality Audio Creative Suite. Each track becomes an object that can be placed and automated on the sphere. The plugin then exports the mix as MPEG-H 3D Audio files for delivery.

Delivery at several quality levels

A 360 Reality Audio release is not one file. The session is exported at several levels, each with a different number of objects and a different bitrate, so a service can stream a lighter version on a slow connection. Published material on the format describes a top level carrying a few dozen objects and a lowest level carrying only a handful. In practice that means an object-rich studio mix is simplified before it reaches most listeners.

Flow diagram comparing how Dolby Atmos and 360 Reality Audio sessions are mastered, coded and delivered to listeners
Neither format streams every object from the studio. Both reduce the mix for delivery.

The core difference

The real difference is where the format places the listener.

Atmos describes a room and puts the listener inside it. The same mix plays on a 7.1.4 system, a soundbar or headphones because the renderer adapts the room to the device. That made Atmos a natural fit for cinema and home theatre, and it carried those strengths into music.

360 Reality Audio describes the world from the listener's head. That suits headphones, which is how most people hear streamed music, and it makes it natural to place sounds below you. It is less natural for a room full of speakers, where there is no single head at the centre.

Neither model is better in the abstract. They are answers to different questions. Atmos asks "where in the room is this sound?", 360 Reality Audio asks "which direction does this sound come from?".

Codecs and delivery

Atmos music streams as Dolby Digital Plus with Joint Object Coding (JOC) on most services, or as AC-4 on some. Both are lossy. JOC works by grouping nearby objects into a smaller number of elements, sending those along with instructions for rebuilding the original objects at playback. On Blu-ray, Atmos rides on Dolby TrueHD, which is lossless.

360 Reality Audio streams as MPEG-H 3D Audio in an MP4 container. MPEG-H is a full audio system rather than just a codec: it carries channels, objects and Ambisonics scenes, with metadata for rendering and for user interaction. Sony uses the object side of it, at the quality levels described above.

The practical consequence is the same for both: what the listener hears is a reduced version of the studio session. Mixes with many simultaneous objects in the same region tend to survive delivery better when those objects are grouped deliberately in the studio, rather than left for the encoder to merge.

Rendering to speakers and headphones

Speakers. Atmos plays on cinema systems, home theatre receivers with height speakers, soundbars with upward-firing drivers and smart speakers. 360 Reality Audio plays on a smaller set of speakers, including Sony's own models and the Amazon Echo Studio.

Headphones. Both formats are mostly heard on headphones. Atmos uses Dolby's binaural renderer, or Apple's own renderer on Apple Music, which is covered in our guide to Apple Spatial Audio vs Dolby Atmos. 360 Reality Audio uses Sony's renderer, and supported Sony headphones can be personalised by analysing photos of the listener's ears. Amazon Music Unlimited plays 360 Reality Audio on any headphones.

A listener wearing over-ear headphones in a softly lit room, eyes closed, focused on music
Most immersive music is heard on headphones, which is where 360 Reality Audio was designed to shine.

Headphone rendering is where the two formats differ most for the average listener, because each depends on a head-related model that never fits every head perfectly. For background on how that works, see binaural vs spatial audio.

Loudness and metadata

Dolby's guidance for Atmos music targets an integrated loudness of −18 LKFS with a true peak no higher than −1 dBTP, measured on the rendered output. That is quieter than typical stereo masters, and it leaves room for dynamics across many speakers. Apple Music applies its own loudness rules to Atmos deliveries.

MPEG-H carries loudness metadata as part of the standard, so a player can normalise playback. Sony's tools handle the measurement during export. If you master in both formats, measure each rendered output separately rather than assuming the levels match, because the object counts and renderers differ.

Licensing

Atmos is licensed from Dolby. Studios use Dolby's renderer and tools, device makers license Dolby decoders, and services pay to stream Dolby formats. The ADM BWF master format itself is based on open ITU recommendations.

360 Reality Audio is a Sony brand and toolchain built on MPEG-H, an ISO/IEC standard whose patents are licensed by their holders. Creating content requires the Sony-licensed tools, and playback depends on services and devices that support the format.

For contrast, Eclipsa Audio, the consumer name for IAMF from the Alliance for Open Media, is royalty-free. We compare it in Eclipsa Audio vs Dolby Atmos and in Eclipsa Audio vs Sony 360 Reality Audio.

Platform support in 2026

ServiceDolby Atmos360 Reality Audio
Apple MusicYes, as Spatial AudioNo
Amazon Music UnlimitedYesYes
TIDALYesRemoved July 24, 2024
DeezerNo dedicated immersive app360 by Deezer closed October 31, 2022
nugs.netNoYes
SpotifyNo documented supportNo
YouTubeNoNo (YouTube plays Eclipsa Audio)

Distribution follows the same pattern. Most distributors that offer immersive delivery accept Atmos ADM BWF files. Very few deliver 360 Reality Audio. Our guide on where to publish spatial audio lists the current routes service by service.

Which one should you use?

Decision guide showing when to choose Dolby Atmos, 360 Reality Audio, Eclipsa Audio or an object master for a music release
Choose by where your listeners actually are.

Common misconceptions

Frequently asked questions

Is Sony 360 Reality Audio better than Dolby Atmos?

Neither is better in every case. 360 Reality Audio was designed around headphones and a listener-centred sphere, which suits some music well. Atmos has a larger ecosystem, wider device support and far more services, which matters more for most releases.

Which services play 360 Reality Audio in 2026?

Amazon Music Unlimited and nugs.net are the main music services. TIDAL removed it on July 24, 2024, and the 360 by Deezer app closed on October 31, 2022.

Does Apple Music support 360 Reality Audio?

No. Apple Music's Spatial Audio catalogue is delivered in Dolby Atmos.

What is 360 Reality Audio based on?

It is based on MPEG-H 3D Audio, standardised as ISO/IEC 23008-3. Sony uses the object-based part of the standard and its own production tools and renderer.

Can I make both versions from one mix?

You can start from the same stems and creative decisions, but each format needs its own session or conversion and its own checks. Keeping stems and object positions organised makes this much easier.

Do I need special headphones?

No. Both formats play on ordinary headphones through binaural rendering. Some Sony headphones add personalisation for 360 Reality Audio, and AirPods add head tracking for Atmos on Apple Music.

Sources

  1. Sony launches 360 Reality Audio, Sony Group press release, October 2019. Launch services Deezer, nugs.net and TIDAL, and the MPEG-H basis.
  2. 360 Reality Audio, Sony Electronics. Current services, compatible devices and ear personalisation.
  3. MPEG-H 3D Audio adoption, Fraunhofer IIS. Broadcast and streaming deployments of MPEG-H.
  4. MPEG-H Audio, Fraunhofer IIS. Objects, channels, scenes and interactivity in the standard.
  5. Audio format updates, TIDAL Support. Removal of 360 Reality Audio on July 24, 2024.
  6. 360 by Deezer, Deezer Support. App closed on October 31, 2022.
  7. How do I find Spatial Audio music?, Amazon Music Help. Dolby Atmos and 360 Reality Audio badges and supported devices.
  8. Delivering Dolby Atmos audio, Apple Music Provider Support. Atmos delivery for Spatial Audio.
  9. ITU-R BS.2076: Audio Definition Model, International Telecommunication Union. The metadata model used in ADM BWF masters.
  10. Dolby professional documentation, Dolby Laboratories. Beds, objects, binaural render modes and music loudness guidance.

Make one master, reach every service

You do not have to bet on a single format. Keep your Atmos master for the music stores and turn the same mix into Eclipsa Audio for YouTube, TVs and soundbars. Convert an Atmos master with Spatial9, or start from stereo or stems and build an immersive mix from scratch.

Dolby and Dolby Atmos are trademarks of Dolby Laboratories. 360 Reality Audio and 360 WalkMix Creator are trademarks of Sony Group Corporation. Spatial9 is not affiliated with or endorsed by Dolby Laboratories or Sony.

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