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Microsoft has partnered with several of these solution providers to implement Microsoft Spatial Sound in their existing authoring environments. Many app and game developers use third party audio rendering engine solutions, which often include sophisticated authoring and auditioning tools.
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Microsoft Spatial Sound and Audio Middleware On HoloLens 2, Microsoft Spatial Sound is enabled by default and uses hardware DSP offload designed specifically for Windows Sonic for Headphones. When Microsoft Spatial Sound is not available (for instance, when playing to embedded laptop stereo speakers, or if the user has not explicitly enabled Microsoft Spatial Sound per above), the number of available dynamic objects returned by ISpatialAudioClient::GetMaxDynamicObjectCount to an application will be 0. Select Dolby Atmos for Headphones, DTS Headphone:X, or Windows Sonic for Headphones from the Headset format dropdown under Headset audio If a format other than "Bitstream out" is selected for HDMI audio then the Bitstream format dropdown is disabled.
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Note that selecting this option the first time requires the user download the Dolby Access app.
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If the HDMI device does not support the format, an error message is displayed to the user. On Xbox One, Microsoft Spatial Sound capabilities are always available for the consumer, and are enabled via the Settings App under General -> Volume & audio output.Īfter Dolby Atmos for home theater is selected as a “Bitstream format”, support for this format is checked via HDMI Extended Display Identification Data (EDID). You can also enable Microsoft Spatial Sound by right-clicking the Volume icon in the taskbar. In the Spatial sound section of the page, if the device supports spatial sound, you can select one of the available formats from the Spatial sound format dropdown. From the Sound control panel, select an output device and click Device properties. On Windows PCs, this is done via the properties page for a given sound output device. Whether as a developer or a consumer, a user must enable Microsoft Spatial Sound on their device in order to hear spatialized sound. Spatial sound can also be used with any pair of headphones the consumer may own, with audio rendered by the platform using Windows Sonic for Headphones, Dolby Atmos for Headphones, or DTS Headphone:X. Spatial sound with Microsoft Spatial Sound supports TVs, home theaters, and sound bars that support Dolby Atmos. Microsoft Spatial Sound support is also integrated into Media Foundation apps that use media foundation can successfully play Dolby Atmos content with no additional implementation. Finally, Microsoft Spatial Sound apps abide by the system mixing policy, and their audio will also be mixed with non-spatially aware apps. The platform fully supports real-time Dolby Atmos encoding for both HDMI and stereo headphone output, DTS:X for Headphones, and Windows Sonic for Headphones encoding for stereo headphones.
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The actual output format is selected by the user, and can be abstracted from Microsoft Spatial Sound implementations audio will be presented to existing speakers, headphones, and home theater receivers without needing any code or content changes. You can also specify that audio objects emit sound from one of 17 pre-defined static channels (8.1.4.4) that can represent real or virtualized speakers. Dynamic audio objects allow you to emit audio from an arbitrary position in space, which can change over time. The spatial sound APIs allow developers to create audio objects that emit audio from positions in 3D space. Spatial sound can be leveraged by Windows desktop (Win32) apps as well as Universal Windows Platform (UWP) apps on supported platforms. Microsoft Spatial Sound is Microsoft’s platform-level solution for spatial sound support on Xbox, Windows and HoloLens 2, enabling both surround and elevation (above or below the listener) audio cues.
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For end-user support for enabling spatial sound on your device, see How to turn on spatial sound in Windows 10. This documentation is targeted for a developer audience.