Eclipsa Audio vs Dolby Atmos: A Deep Technical Comparison

Eclipsa Audio vs Dolby Atmos: A Deep Technical Comparison

Spatial9 Team ·

Dolby Atmos and Eclipsa Audio both promise sound from every direction, including above you. Under the hood they are very different machines. They describe space differently, compress it differently, render it differently and are licensed differently. This guide goes deep into the technology: bitstream structure, spatial models, coordinate systems, codecs, loudness, binaural rendering and what really happens when you move a mix from one format to the other.

If you are new to immersive audio, start with our complete guide to spatial audio and come back. This article assumes you know what a speaker layout like 7.1.4 is.

Side-by-side comparison card of Eclipsa Audio and Dolby Atmos covering licensing, spatial model, codecs and playback platforms
The two formats at a glance. The rest of this guide explains each line in detail.

Eclipsa Audio vs Dolby Atmos at a glance

Eclipsa AudioDolby Atmos
Underlying technologyIAMF (Immersive Audio Model and Formats), Alliance for Open MediaDolby's proprietary object-based audio system
LicensingOpen specification, royalty-freeLicensed from Dolby Laboratories
Spatial modelAudio elements: channel-based layers or scene-based AmbisonicsBeds (fixed channels) plus objects with position metadata
Channel budgetSet by profile: Simple up to 16 channels, Base up to 18, Base-Enhanced up to 28Up to 128 input channels in a music session
Coordinate systemListener-centred directions (Ambisonics) or named speaker layoutsRoom-centred positions inside a virtual room
CodecsOpus, AAC-LC, FLAC, LPCMDolby Digital Plus with JOC, Dolby AC-4, Dolby TrueHD
Typical masterIAMF bitstream, usually inside an MP4ADM BWF or a Dolby Atmos master file set
HeadphonesStereo or binaural rendering flag per elementBinaural render modes per object, or the platform's own renderer
Main platformsYouTube, supported Samsung TVs and soundbars, apps with an IAMF decoderApple Music, Tidal, Amazon Music, cinemas, Blu-ray, Atmos devices
Reference toolsOpen-source encoder and decoder from AOMedia, open-source DAW plugin from GoogleDolby Atmos Renderer, Atmos tools built into major DAWs

Where each format comes from

Dolby Atmos started in cinemas in 2012 and moved into homes, games and music. Its central idea is the audio object: a sound that carries its own position, so the playback system can place it correctly whether the room has 7 speakers or 64. The mix is not tied to one speaker layout. A renderer at playback time decides which speakers reproduce each object.

Eclipsa Audio is the name Google and Samsung gave to IAMF when they brought it to consumers in early 2025. Spatial9 presented the first music in Eclipsa Audio with Google and Music AI at CES 2025, and you can read the story in our CES 2025 announcement. IAMF was published by the Alliance for Open Media (AOMedia), the group behind the AV1 video codec, and it borrows AV1's design philosophy: an open specification, royalty-free use and open-source reference code anyone can build on.

The two formats were designed with different goals in mind. Atmos began as a production and theatrical system and later grew into a consumer format. IAMF was designed from the start as a delivery format: the most efficient way to get an immersive experience to a browser, a phone or a TV over the internet.

How Dolby Atmos works: beds, objects and the renderer

An Atmos music session is built from two kinds of audio. If you want the full picture of the master file itself, read What is an ADM BWF file?.

Bar showing the 128 Dolby Atmos input channels split into a 10-channel 7.1.2 bed and up to 118 objects
A music session has 128 inputs. A 7.1.2 bed uses 10 of them, and the remaining 118 can be objects.

Beds

A bed is a group of channels tied to fixed speaker positions. The largest bed in Atmos music is 7.1.2: left, right, centre, LFE, two side surrounds, two rear surrounds and two overhead channels, ten channels in total. Beds are ideal for pads, room tone, reverb returns and anything that should simply fill a zone.

Objects

An object is a mono or stereo sound with metadata that changes over time:

With a 7.1.2 bed taking 10 of the 128 inputs, up to 118 objects remain. Most commercial music mixes use far fewer, but the budget explains why Atmos is so flexible in the studio.

The renderer

The Dolby Atmos Renderer turns beds and objects into speaker feeds for whatever layout is in the room, from 2.0 up to large 9.1.6 studio monitoring setups. Digital audio workstations such as Logic Pro, Pro Tools, Nuendo and DaVinci Resolve include Atmos tools or connect to the renderer. When the mix is done, it is exported as an ADM BWF file or as a Dolby Atmos master file set, and that master is what distributors ask for.

Room-centred positions

One detail matters a great deal later in this guide. Atmos music describes object positions in a room-centred coordinate system: a point inside a cube that represents the room, where front left corner, rear right corner and ceiling are all fixed places. The renderer then works out which real speakers are closest to that point. This is called an allocentric approach. The position is defined relative to the room, not relative to the listener's head.

How Eclipsa Audio works: inside an IAMF bitstream

IAMF does not use objects in the Atmos sense. Instead it describes a mix as one or more audio elements, plus instructions for how to combine and render them. Everything travels inside a sequence of Open Bitstream Units (OBUs), the same packaging idea that AV1 video uses.

Five-stage diagram of an IAMF bitstream: sequence header, codec config, audio elements, mix presentations and audio data OBUs
An IAMF stream first describes what it contains, then carries the audio itself in time-ordered units.

The OBU types

OBUWhat it carriesWhy it matters
IA Sequence HeaderThe start of the stream and the profile it followsTells a decoder whether it can play the stream at all
Codec ConfigWhich codec is used and its settingsLets the decoder set up Opus, AAC-LC, FLAC or LPCM
Audio ElementOne channel-based or scene-based element and its substreamsDefines what the sound is and how its channels are arranged
Mix PresentationHow elements are combined, their gains, loudness and rendering settingsDefines the finished experience a listener hears
Parameter BlockTime-varying values such as mix gain and demixing informationAllows gains and other values to change over time
Temporal DelimiterThe boundary between moments in timeKeeps the stream in sync and makes seeking easier
Audio FrameThe coded audio itselfThe actual sound

The first four are descriptor OBUs: they set up the experience before any audio arrives. The rest are data OBUs that repeat for the length of the track.

Audio elements: channel-based and scene-based

IAMF defines two kinds of audio element.

Ambisonics orders and channel counts

An Ambisonics scene of order N uses (N + 1)² channels. Higher orders describe direction more sharply.

OrderChannelsDirectional detail
First order4Broad sense of direction, soft localisation
Second order9Clearer placement around the listener
Third order16Sharp placement, the level Spatial9 uses for Eclipsa Audio conversions

The channels follow a standard ordering, ACN, with SN3D normalisation, the same conventions used by the widely supported AmbiX format. A 16-channel third-order scene fits exactly into the 16-channel limit of IAMF's Simple profile.

Comparison of a broad first-order Ambisonics pickup pattern and a narrow, sharply focused third-order pattern (Eclipsa Audio vs Dolby Atmos)
Higher Ambisonics orders focus each direction more tightly, which is why third order keeps far more of a mix's spatial detail than first order.

Profiles

IAMF defines profiles that cap how complex a stream can be, so device makers know exactly what they must support.

ProfileAudio elementsChannelsTypical use
Simple1Up to 16One immersive scene or one channel layout
BaseUp to 2Up to 18For example a scene plus a separate stereo element
Base-EnhancedUp to 28Up to 28More complex mixes, added in a later version of the specification

Mix presentations

A mix presentation is the recipe for what the listener hears. It lists which audio elements play, the gain applied to each, an overall output gain and loudness information measured for specific playback layouts. A stream can hold more than one mix presentation. For example, one could include a commentary element and another could leave it out, and the player picks the one the listener wants.

Gains do not have to be static. Parameter blocks can change values over time with step, linear or Bézier curves, so fades and balance changes are part of the stream rather than baked into the audio.

Objects vs sound fields: the core technical difference

This is the most important concept in the comparison.

Atmos keeps sounds separate until playback. Each object travels with its own metadata, and the renderer in the listener's device places it. A vocal object is still a discrete vocal object when it reaches your soundbar (in a compressed form, as explained below).

IAMF's scene-based mode combines sounds before delivery. All the sources are encoded into a single sound field. The vocal is no longer a separate item. It is a pattern of energy arriving from one direction within the sphere. The decoder renders that sphere to whatever speakers or headphones are present.

Objects with positions and movement being encoded into a single third-order Ambisonics sound field made of sixteen components (Eclipsa Audio vs Dolby Atmos)
Discrete objects are encoded into one sound field. The sound field is not tied to any speaker layout.

Each approach has trade-offs:

Codecs and delivery: how each format reaches the listener

Dolby Atmos delivery

A studio Atmos master is far too large to stream, so it is encoded into a consumer format.

Before any of these, the encoder applies spatial coding: it analyses all the objects and groups them into a much smaller number of dynamic elements, each with its own position. A mix with 60 objects is therefore not streamed as 60 objects. It is a carefully chosen approximation that preserves where the important sounds are.

Eclipsa Audio delivery

IAMF wraps standard codecs instead of using its own.

CodecTypeWhere it fits
OpusLossy, very efficient, open and royalty-freeStreaming, where bandwidth matters most
AAC-LCLossy, very widely supportedDevices and pipelines built around AAC
FLACLosslessHigh-quality delivery and archiving
LPCMUncompressedProduction, testing and the highest-fidelity paths

The IAMF bitstream normally lives inside an MP4 (ISO BMFF) file, which is how it travels with video on YouTube. Because the Ambisonics channels in a scene are highly correlated, efficient codecs keep a full third-order scene within practical streaming bitrates.

Rendering to speakers and headphones

Speakers

Both formats render at playback time, but from different starting points.

Headphones and binaural

Most people listen on headphones, so binaural rendering matters more than any speaker layout. Binaural audio uses head-related transfer functions (HRTFs): filters that copy how your head, shoulders and outer ears change a sound depending on its direction. Our guide to binaural vs spatial audio explains the idea in plain terms.

Why height is the hardest part

Height comes mostly from the high-frequency filtering of the outer ear, above roughly 4 kHz. Generic HRTFs never match every listener perfectly, so height is the least reliable cue on headphones in both formats. Our genre guides explain how this shapes placement. For example, bright hi-hats sound convincingly overhead while bass never does. See the genre-by-genre spatial audio guide.

Loudness and metadata

Both formats treat loudness as metadata, measured with the ITU-R BS.1770 method that underlies LUFS and LKFS readings.

The practical lesson is the same for both: measure the render your audience will actually hear, not only the full speaker version.

Coordinate systems: why conversion is not a simple copy

Moving a mix from Atmos to Eclipsa Audio means moving between two ways of describing space.

A converter therefore has to map positions in a cube onto directions on a sphere. A naive mapping distorts the mix. Sounds in the corners of the cube can be pulled to odd elevations, and sounds near the middle of the room have no clear direction at all. A good conversion has to:

  1. Read every bed and object, including the time blocks that record how objects move (see our ADM BWF guide).
  2. Map room positions to directions in a way that keeps the mixer's intent, such as front stays front, overhead stays overhead and side stays side.
  3. Translate object size into a matching spread in the sound field, so wide sounds stay wide.
  4. Follow movement over time, so a sweeping synth still sweeps instead of freezing at its first position.
  5. Handle the LFE. Ambisonics has no dedicated low-frequency effects channel, so the low-frequency content must be carried deliberately rather than dropped.
  6. Encode to third order, so the 16-channel scene keeps enough directional detail for music.

This is exactly what Spatial9's motion-aware translation does when it converts an ADM BWF master to Eclipsa Audio. Its patent-pending Intent Fidelity Score then compares the placement in the original master with the converted scene, so you can see how much of the spatial intent survived. The full walkthrough is in our Dolby Atmos to Eclipsa Audio guide.

Pipeline from an ADM BWF master through motion-aware translation and third-order Ambisonics encoding to an Eclipsa Audio file with an Intent Fidelity Score (Eclipsa Audio vs Dolby Atmos)
An Atmos master goes in and an Eclipsa Audio file comes out. The score shows how faithfully the placement carried over.

Licensing, cost and openness

Eclipsa AudioDolby Atmos
SpecificationPublic, published by AOMediaProprietary
RoyaltiesNone to create, distribute or playLicensed by Dolby to device makers and services
Reference codeOpen-source encoder (iamf-tools) and decoder (libiamf)Licensed SDKs and tools
Mixing toolsOpen-source DAW plugin from Google, converters such as Spatial9Dolby Atmos Renderer and Atmos tools inside major DAWs
Effect for creatorsFree to experiment, build tools and distribute widelyMature, industry-standard workflow with the widest music catalogue

Openness matters most to platforms and device makers, because it removes a per-device licence. For creators, the bigger question is usually where your audience listens.

Platform support

Platform or deviceEclipsa AudioDolby Atmos
YouTubeYes, accepted as an upload and played on supported devicesNot the immersive path YouTube uses
Apple Music, Tidal, Amazon MusicNot currentlyYes
Supported Samsung TVs and soundbarsYes, from the 2025 rangeYes, on Atmos-enabled models
Cinema and Blu-rayNoYes
Apps and browsersAny app that includes an IAMF decoderDevices and apps with a Dolby licence

Platform support changes quickly, so check the current list before a release. For the YouTube side, our Eclipsa Audio on YouTube guide shows how to upload and verify playback.

Living room with a TV and soundbar playing immersive audio from Eclipsa Audio and Dolby Atmos sources
Both formats target the living room. The difference is which services and devices carry them.

Which one should you use?

For most professional releases the answer is both, made from one source.

Engineer at a mixing desk in an immersive studio with wall and ceiling speakers, preparing Dolby Atmos and Eclipsa Audio deliveries
Mix once in your immersive room, then deliver each format where its audience listens.

Common misconceptions

Frequently asked questions

Is Eclipsa Audio better than Dolby Atmos?

Neither is better in every case. Dolby Atmos is the established standard for mixing and for streaming music services. Eclipsa Audio is open, royalty-free and built for efficient delivery to YouTube, TVs and apps. Most creators benefit from offering both.

Is Eclipsa Audio the same as IAMF?

Yes, in practice. IAMF (Immersive Audio Model and Formats) is the open technical standard from the Alliance for Open Media, and Eclipsa Audio is the consumer name Google and Samsung use for it.

Does Eclipsa Audio support objects like Dolby Atmos?

Not in the same way. IAMF carries channel-based layers or a scene-based Ambisonics sound field. Moving sources from an Atmos mix are encoded into that sound field, so their positions and movement are kept even though they are no longer separate objects.

How many channels does a Dolby Atmos music mix use?

A Dolby Atmos music session has up to 128 input channels. A 7.1.2 bed uses 10 of them, which leaves up to 118 for objects.

What codecs does Eclipsa Audio use?

IAMF can carry Opus, AAC-LC, FLAC or LPCM audio. Opus is the most efficient choice for streaming, FLAC is lossless and LPCM is uncompressed.

Can I play Eclipsa Audio on headphones?

Yes. A mix presentation can flag each element for binaural rendering on headphones, and an Ambisonics scene converts cleanly into a binaural signal, including with head tracking where the device supports it.

Can I convert Dolby Atmos to Eclipsa Audio without remixing?

Yes. Export your Atmos mix as an ADM BWF master and convert it with Spatial9 for free. Motion-aware translation keeps object positions and movement, and the Intent Fidelity Score shows how closely the result matches your master.

Does YouTube support Dolby Atmos music?

YouTube's immersive audio path for uploads is Eclipsa Audio. To bring an Atmos mix to YouTube in 3D, convert it to Eclipsa Audio first.

Sources

  1. IAMF specification, Alliance for Open Media. OBU types, audio elements, mix presentations, codecs and profiles.
  2. Introducing Eclipsa Audio: immersive audio for everyone, Google Open Source Blog, January 2025. YouTube uploads and Samsung's 2025 TV lineup.
  3. Introducing Open Source DAW Plugin for Eclipsa Audio, Google Open Source Blog, June 2025. IAMF profiles, audio elements and channel counts.
  4. ITU-R BS.2076: Audio Definition Model, International Telecommunication Union. The open metadata model used in ADM BWF masters.
  5. ITU-R BS.1770: Algorithms to measure audio programme loudness and true-peak audio level, International Telecommunication Union.
  6. Dolby professional documentation, Dolby Laboratories. Dolby Atmos Renderer, beds, objects and binaural render modes.
  7. Spatial9 product details, including motion-aware translation and the Intent Fidelity Score, are provided by Spatial9.

Convert your Atmos masters to Eclipsa Audio

You do not have to choose between the two formats. Keep mixing in Dolby Atmos for streaming services, and turn the same master into Eclipsa Audio for YouTube, TVs and soundbars in minutes. Start a free conversion.

Dolby and Dolby Atmos are trademarks of Dolby Laboratories. Spatial9 is not affiliated with or endorsed by Dolby Laboratories.

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