Beyond Audio Objects
SPATIAL OBJECTS
Not tracks in a speaker grid. Physical sound sources in a physical world.
The problem
The problem with audio objects
Traditional audio objects are just tracks assigned to speakers. They have no physical properties, no interaction with the environment. They exist in a mathematical grid, not in a space.
Audio Objects
Volume + Pan
Manual level/pan for each track
Speaker Grid
Audio placed on fixed outputs
Manual Reverb
Send to reverb bus manually
Static Position
No real distance perception
Spatial Objects
Distance + Position
Real spatial coordinates in 3D
All Speakers
Environment emulated across array
Auto Reflections
Pre-calculated in real-time
Physical Modelling
Surfaces, walls, materials
The revolution
Spatial Objects are different
They exist in a physical world. They have size, material, and position. Sound propagates from them following the laws of physics — not just panning laws.
0D
Spatial positioning
0+
Space models
0%
Real-time
Core technology
Physical Modelling Engine
Our proprietary engine models how sound behaves in the real world. Reflections, diffraction, absorption — all computed in real time.
Sound source → surface reflection → pre-calculated in real-time
Surfaces & Materials
Frequency modulation and acoustic variations from walls, shapes, sizes and densities
Distance & Reflections
Works with real distances and positioning — not abstract volume and panning
CPU Optimized
Reflections pre-calculated and rendered in real-time using native CPU efficiency

The difference
So much more than
audio objects
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 — sound sources that exist in a physical environment, not just a mix.”
How it works
Distances, not volume
Real distance perception
Dspatial Reality works with distances and source positioning rather than volume and panning. Engineers need not concern themselves about calculating distance and automating every minor detail by hand. An accurate simulation is heavily variable-dependent — equalization and the acoustic properties of the space are just as vital to perception as volume.


Automatic reflections
Within Dspatial Reality, reflections are pre-calculated, rendered and then played back in real-time automatically — saving content creators countless hours of tedious work. The complex array of tasks that until now were exclusively executed via meticulous manual processes are now managed automatically.
Native CPU efficiency
By utilizing all available loudspeakers and optimizing your host system's native CPU efficiency, Dspatial Reality automatically manages the complex tasks — so you can focus on the creative work, not the technical overhead.

Not audio tracks
in a speaker grid.
Physical sound sources
in a physical world.
