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.

Traditional approach

Audio Objects

1

Volume + Pan

Manual level/pan for each track

2

Speaker Grid

Audio placed on fixed outputs

3

Manual Reverb

Send to reverb bus manually

4

Static Position

No real distance perception

Dspatial approach

Spatial Objects

1

Distance + Position

Real spatial coordinates in 3D

2

All Speakers

Environment emulated across array

3

Auto Reflections

Pre-calculated in real-time

4

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

All speakers contribute to spatial image

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

Dspatial Spatial Objects interface

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.

Spatial Objects 3D view
Spatial Objects 2D view

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.

Spatial Objects overview

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

Experience Spatial Objects

Part of every Reality installation.