Immersive audio formats compared

Eclipsa Audio, Dolby Atmos, Sony 360 Reality Audio, MPEG-H, DTS:X and Apple Spatial Audio side by side.

This page compares the immersive audio formats you are most likely to encounter when you produce, convert or publish spatial audio: Eclipsa Audio (IAMF), Dolby Atmos, Sony 360 Reality Audio, MPEG-H 3D Audio, DTS:X and Apple Spatial Audio, including Apple's newer ASAF and APAC formats. It explains how each one describes space, which codecs carry it, where it plays and how it is licensed.

It is written for engineers, producers, platform developers and anyone deciding which deliverables a release needs. For the internals of individual formats, see Eclipsa Audio and IAMF reference, ADM BWF files and Ambisonics.

Format versus playback experience

Before you compare formats, separate two kinds of names that are often confused.

  • A format defines what is stored in a file or stream: channels, objects or a sound field, plus metadata and a codec. Eclipsa Audio, Dolby Atmos, Sony 360 Reality Audio, MPEG-H 3D Audio and DTS:X are formats.
  • A playback experience defines how a device renders a format for the listener. Apple Spatial Audio is a playback and rendering feature on Apple devices. On Apple Music it almost always plays a Dolby Atmos master through Apple's own renderer.

Apple also has its own formats since WWDC 2025: the Apple Spatial Audio Format (ASAF) for production and the Apple Positional Audio Codec (APAC) for delivery. For music, Apple Music's published delivery requirements still ask for a Dolby Atmos master.

Spatial models

Every immersive format uses one or more of three ways to describe space.

ModelWhat is storedCost grows withUsed by
Channel-basedOne signal per named speaker position, such as 7.1.4Speaker countIAMF, Atmos beds, MPEG-H, DTS:X
Object-basedIndividual sounds with position metadata over timeNumber of objectsAtmos, DTS:X, MPEG-H, 360 Reality Audio, IAMF v2.0.0
Scene-based (Ambisonics)A full sound field around one listening pointAmbisonics order onlyIAMF, MPEG-H, ASAF and APAC

A scene-based description has a fixed channel cost. A third-order Ambisonics scene uses 16 channels whether the session has 5 tracks or 300. An object-based description keeps sounds separate until playback, so per-sound changes and very sharp placement are possible, but the stream must reduce the object count to fit streaming bitrates.

Room-centred and listener-centred coordinates

Formats also differ in where they place the listener.

Coordinate systemDescriptionFormats
Room-centred (allocentric)A position inside a virtual room, given as X, Y and ZDolby Atmos music
Listener-centred (egocentric)A direction from the listener's head: azimuth, elevation and, for objects, distanceAmbisonics in IAMF, Sony 360 Reality Audio
Named layoutsFixed speaker positions such as 5.1.2 or 7.1.4IAMF channel elements, Atmos beds

A room model has a floor, so it does not express sounds below the listener in the way a sphere does. A listener-centred sphere suits headphones and head tracking, and can include negative elevation. Conversion between the two requires mapping positions in a cube to directions on a sphere, which is why converting Atmos to Eclipsa Audio is not a simple file copy. See ADM to Eclipsa Audio.

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. Listener-centred formats describe directions from the head.

Master comparison table

Eclipsa AudioDolby Atmos360 Reality AudioMPEG-H 3D AudioDTS:X
OwnerAOMedia (IAMF)Dolby LaboratoriesSonyISO/IEC, developed by MPEGDTS, part of Xperi
SpecificationIAMF 1.0, 2023ProprietaryBuilt on MPEG-HISO/IEC 23008-3, 2015Based on MDA, ETSI TS 103 223
LicensingRoyalty-freeLicensedSony tools on a licensed standardPatents licensed by holdersLicensed
Spatial modelChannel layers or AmbisonicsBeds plus objectsObjects on a sphereChannels, objects and HOAObjects and channels
CodecsOpus, AAC-LC, FLAC, LPCMDD+ JOC, AC-4, TrueHDMPEG-H at several levelsOwn core coder based on USACDTS-HD Master Audio
Main useYouTube, TVs, open webMusic, film, streaming, gamesMusic on a few servicesBroadcast televisionBlu-ray, IMAX Enhanced

Channel and object budgets

FormatBudgetNotes
Dolby Atmos music masterUp to 128 inputsA 7.1.2 bed uses 10, leaving up to 118 objects
Dolby Atmos home playbackUp to 24.1.10 (34 speakers)Largest home layout
DTS:X ProUp to 30 speakersHigher-end processors
IAMF Simple profile1 audio element, up to 16 channelsFits one third-order Ambisonics scene exactly
IAMF Base profileUp to 2 audio elements, up to 18 channelsFor example a scene plus a stereo element
IAMF Base-Enhanced profileUp to 28 audio elements, up to 28 channelsAdded in a later specification version
Sony 360 Reality AudioSeveral quality levelsA few dozen objects at the top level, a handful at the lowest
MPEG-H 3D AudioSet by profile and levelChannels, objects and HOA in one stream

Codecs and delivery formats

FormatStreaming codecLossless or discContainer
Eclipsa AudioOpus, AAC-LCFLAC, LPCMIAMF OBUs, usually in MP4
Dolby AtmosDolby Digital Plus JOC, AC-4Dolby TrueHD on Blu-rayDolby streams; ADM BWF as master
360 Reality AudioMPEG-H 3D AudioNot applicableMP4
MPEG-H 3D AudioMPEG-H core coder (USAC-based)Not applicableMHAS for broadcast, MP4 for streaming
DTS:XDTS:X in IMAX Enhanced streamsDTS-HD Master AudioDisc and selected streams
Apple APACAPAC, as low as 64 kbpsASAF masters in Broadcast WaveMP4 over HLS

Dolby TrueHD and DTS-HD Master Audio are both lossless on 4K Blu-ray, so bitrate is not a deciding factor between Atmos and DTS:X on disc. DTS-HD Master Audio also carries a backward-compatible core for players that do not decode DTS:X.

Format profiles

Eclipsa Audio

Eclipsa Audio is the consumer name Google and Samsung gave to IAMF, the Immersive Audio Model and Formats specification from the Alliance for Open Media, when they launched it in January 2025. A stream contains audio elements, either channel-based layers that can scale from stereo up to 7.1.4 or a scene-based Ambisonics sound field, plus mix presentations that define gains, loudness and speaker or binaural rendering. IAMF 1.0 has no object elements; IAMF v2.0.0, approved in August 2026, adds object-based audio elements. Spatial9 converts mixes to third-order Ambisonics for Eclipsa Audio. See Eclipsa Audio and IAMF reference.

Dolby Atmos

Dolby Atmos premiered in cinemas in 2012, reached homes in 2014 and music in 2019. A session combines beds, fixed channel groups up to 7.1.2, with objects that carry position, size, zone and snap controls, and a binaural render mode (Off, Near, Mid or Far). The Dolby Atmos Renderer turns them into speaker feeds or a binaural signal. The finished master is exported as an ADM BWF file or a Dolby Atmos master file set. See ADM BWF files.

Sony 360 Reality Audio

Sony announced 360 Reality Audio at CES 2019. It is built on the object part of MPEG-H 3D Audio and places each sound by azimuth, elevation and distance on a sphere around the listener. Mixes are produced with the 360 WalkMix Creator plugin and exported as MPEG-H files at several quality levels. Supported Sony headphones can personalise playback from photos of the listener's ears.

MPEG-H 3D Audio

MPEG-H 3D Audio is an international standard, ISO/IEC 23008-3, first published in 2015. It combines channels, objects and higher-order Ambisonics with interactivity metadata: viewers can adjust dialogue level, choose a commentary language or select presets within limits set by the broadcaster. It is part of the ATSC 3.0, DVB, TTA and SBTVD broadcast standards, on air in South Korea since 2017 and the sole mandatory audio system for Brazil's TV 3.0.

DTS:X

DTS:X grew out of MDA (Multi-Dimensional Audio), an object-based format developed by SRS Labs, which DTS acquired in 2012. DTS:X launched for the home in 2015. It offers dialogue control on supported content, and DTS:X Pro renders to up to 30 speakers and upmixes channel-based content with Neural:X. Since May 15, 2024, Disney+ offers IMAX Enhanced titles with a fixed 5.1.4 DTS:X mix on supported devices. There is no mainstream music streaming route for DTS:X.

Apple Spatial Audio, ASAF and APAC

Apple Spatial Audio started in 2020 as head-tracked video playback on AirPods Pro and became a music category when Apple Music launched Spatial Audio with Dolby Atmos in June 2021. Apple's renderer does not follow Atmos binaural render modes in the same way as Dolby's, and engineers report that rear sounds are closer and the overall level is louder. ASAF combines linear PCM, metadata and a renderer, mixing point sources with higher-order Ambisonics inside Broadcast Wave files. APAC carries channels, objects, higher-order Ambisonics and binaural audio, and is required for Apple Immersive Video on Vision Pro.

Platform support

Platform or deviceEclipsa AudioDolby Atmos360 Reality AudioDTS:X
YouTubeYesNoNoNo
Apple MusicNoYes, as Spatial AudioNoNo
Amazon Music UnlimitedNoYesYesNo
TIDALNoYesRemoved July 24, 2024No
nugs.netNoNoYesNo
Samsung TVs and soundbarsYes, from the 2025 rangeYes, on Atmos modelsNoCheck the device
AV receiversNoYesNoYes, most current models
Cinema and Blu-rayNoYesNoYes
Streaming video servicesYouTubeMost major servicesNoIMAX Enhanced titles

Eclipsa Audio also decodes on Android 16 QPR2 and later in apps that use the decoder, and in web players in Chrome 153 and later, including on Mac. Dolby Atmos is built into many phones, laptops and consoles. The 360 by Deezer app closed on October 31, 2022. MPEG-H 3D Audio is not listed because its main deployments are broadcast television in South Korea, Brazil and Japan's advanced ISDB system rather than streaming platforms. Support changes quickly; confirm the current list before a release. See Publishing and delivery.

Licensing and tools

SpecificationRoyaltiesReference tools
Eclipsa AudioPublic, AOMediaNone to create, distribute or playOpen-source iamf-tools encoder, libiamf decoder, Google DAW plugin
Dolby AtmosProprietaryLicensed to device makers and servicesDolby Atmos Renderer, Atmos tools in major DAWs
360 Reality AudioSony brand on MPEG-HLicensed standard360 WalkMix Creator
MPEG-H 3D AudioPublished by ISO/IECEssential patents licensed by holdersFraunhofer IIS MPEG-H Audio system
DTS:XBrand controlled by DTS; MDA published by ETSILicensedDTS tools and certification
Apple ASAF and APACAppleApple platform featureDaVinci Resolve 20.1 supports ASAF

Loudness

All of these formats treat loudness as metadata measured with the ITU-R BS.1770 method. A widely used Atmos music target is -18 LKFS integrated with true peaks below -1 dBTP, measured on the rendered output; always check your distributor's current specification. IAMF stores loudness inside each mix presentation, measured for specific layouts such as stereo or 7.1.4. MPEG-H carries loudness metadata as part of the standard. Measure each rendered output you deliver separately, because object counts and renderers differ between formats.

Choosing deliverables

For most music releases the answer is more than one format, created from one source.

GoalDeliverable
Apple Music, Amazon Music, TIDALDolby Atmos ADM BWF master through a label or distributor
YouTube, TVs and soundbarsEclipsa Audio in an MP4, converted from the Atmos master or created from stereo or stems
Amazon Music Unlimited or nugs.net onlyOptional 360 Reality Audio version, if your distributor delivers it
Live broadcast in an MPEG-H regionMPEG-H 3D Audio through broadcast tools
4K Blu-rayDolby Atmos (TrueHD) or DTS:X (DTS-HD Master Audio)
Apple Immersive Video on Vision ProASAF production and APAC delivery
An app, game or platformIAMF, using the open-source decoder

Common misconceptions

  • Eclipsa Audio is not only Ambisonics. IAMF also supports channel-based layouts, scalable layers, multiple audio elements and mix presentations.
  • Apple Spatial Audio is not a file format. For music it is Apple's way of rendering Dolby Atmos.
  • 360 Reality Audio is not its own codec. It uses MPEG-H 3D Audio.
  • Upmixers such as Dolby Surround and DTS Neural:X spread existing channels around a room. They do not create a new object mix.

Next steps

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