#727: The Math of Immersion: How 360-Degree Sound Actually Works

Learn how object-based audio and clever math trick your brain into hearing 360-degree sound from even the smallest mobile devices.

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The world of audio has undergone a fundamental shift, moving away from the rigid, hardware-dependent setups of the past toward a software-driven future. For years, "surround sound" meant a physical arrangement of five or seven speakers placed at specific angles. If a listener lacked the space or the wiring, the immersive experience was simply unattainable. Today, that barrier has collapsed, replaced by complex algorithms and "object-based" audio that can simulate a three-dimensional soundstage on devices as small as a pair of earbuds or a laptop.

From Channels to Objects

The core of this revolution lies in the move from channel-based to object-based audio. In traditional systems, sound engineers assigned audio to specific speakers—the "rear left" or "center" channel. If a listener's setup didn't match the engineer's intended layout, the immersion was lost. Modern standards like Dolby Atmos change this by treating every sound as an "object" with its own coordinates in 3D space. Instead of a fixed speaker assignment, the audio file contains metadata that tells the hardware where a sound should be. The processor then calculates in real-time how to represent that sound using whatever speakers are available, whether it is a twenty-speaker home theater or a single soundbar.

The Science of Trickery

One of the most impressive feats of modern audio engineering is the ability to create 360-degree sound from mobile devices. This is achieved through the Head Related Transfer Function (HRTF). Human brains determine the location of a sound based on how the outer ear, or pinna, filters frequencies and how long it takes for the sound to reach each ear. By applying these same filters and micro-delays digitally, software can "trick" the brain into perceiving a sound as coming from behind or above, even when the source is directly in front of the listener. This effect is most potent in headphones, where the software has total control over the delivery of sound to each ear.

Beamforming and Room Mapping

For those who prefer speakers over headphones, the soundbar has become a laboratory for acoustic physics. Modern soundbars utilize "beamforming," using arrays of small drivers to create constructive and destructive interference. This allows the device to aim "beams" of sound at specific walls or the ceiling, bouncing the audio back to the listener to simulate rear or height speakers. To account for different room shapes and furniture, these systems now include calibration software. By playing test tones and listening to the reflections with built-in microphones, the system builds a digital map of the room and adjusts its output to compensate for acoustic irregularities.

The Rise of Computational Audio

The future of immersion lies in computational audio, where AI and sensors play a central role. High-end smart speakers no longer require a one-time setup; instead, they use continuous monitoring to detect when they have been moved or when the room's acoustics have changed. By using ultrasonic sensors or LIDAR, these devices can see the environment and adjust their "phantom center" and soundstage width in seconds. This ensures that the "sweet spot" for listening is no longer a single chair in the middle of a room, but the entire living space. As processing power continues to grow, the line between professional cinema audio and consumer electronics will only continue to blur.

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Episode #727: The Math of Immersion: How 360-Degree Sound Actually Works

Daniel Daniel's Prompt
Daniel
Hi Herman and Coran. I'd like to chat about the different speaker options for 360-degree sound and the evolution of surround sound and Dolby standards. We’re seeing Dolby branching out from cinemas into consumer devices like phones and laptops. We should also discuss soundbars as a practical middle-ground solution for most people. Finally, I'd like to talk about how AI and sensing technology are being used to create immersive room experiences using just a single speaker and software. Let’s discuss all of these topics in today’s episode.
Corn
Hey everyone, welcome back to My Weird Prompts. I am Corn, and I am joined as always by my brother, who I am pretty sure spent his entire weekend recalibrating his home theater system for the eleventh time this month. I walked past his house on Saturday and I could hear white noise bursts and sine wave sweeps from the sidewalk.
Herman
Herman Poppleberry here, and for your information, it was the twelfth time if you count the quick sub-woofer phase adjustment I did on Sunday morning. But in my defense, I moved a bookshelf three inches to the left to make room for a new floor lamp, and that completely changed the acoustic reflections in the mid-range frequencies. You cannot just ignore physics, Corn. If the standing waves are not managed, the entire soundstage collapses.
Corn
Of course not. Heaven forbid the sound waves do not hit your ears at the exact microsecond intended by the sound engineer. I honestly do not know how you sleep at night knowing there might be a two-decibel dip at eighty hertz in the back corner of your room. Well, you are in luck today because Daniel sent us a prompt that is right up your alley. He wants us to dive into the world of three hundred sixty degree sound, the evolution of surround sound standards like Dolby, and how we have gone from massive cinema setups to having spatial audio on our phones and laptops.
Herman
It is such a fascinating transition, especially looking at where we are now in early twenty twenty six. We are living through a period where the barrier between professional cinema audio and what you can get in your pocket is shrinking, at least on the software side. I have been following the development of object-based audio for over a decade, and seeing it hit the mainstream through things like the latest smartphones and spatial computing headsets is one of those things that makes me really appreciate the engineering that goes into consumer electronics.
Corn
It is interesting because for a long time, surround sound was this very rigid, physical thing. You had five speakers and a subwoofer, or seven speakers, and they had to be in very specific spots. If you did not have the wires running through your walls or under your rug, you were out of luck. It was a hobby for people with dedicated basements and a lot of patience. But now, the whole concept seems to be shifting away from where the speakers are and more toward how the sound is processed.
Herman
Exactly. That is the fundamental shift from channel-based audio to object-based audio. We should probably define those because they are the foundation of everything we are talking about today. In the old days, like with early Dolby Digital or DTS in the nineteen nineties, the sound engineer would decide, okay, this explosion sound goes to the rear left speaker, and this dialogue goes to the center channel. It was baked into the file. If you did not have a rear left speaker, that sound just got folded into the front speakers, and the immersion was broken. But with something like Dolby Atmos, which really changed the game starting in theaters around twenty twelve, the engineer does not assign sound to speakers. They assign sound to an "object" at a specific point in three-dimensional space.
Corn
So the file itself says, "there is a bird chirping at these specific X, Y, and Z coordinates," and then your specific hardware has to figure out how to represent that based on what you actually have plugged in?
Herman
Precisely. Whether you have two speakers in a laptop, a high-end soundbar, or a twenty-four speaker home theater with height channels, the processor looks at your setup and says, "okay, to make it sound like that bird is ten feet up and three feet to the right, I need to use these specific drivers at these specific volumes and phases." It is much more flexible and scalable. It is the difference between a painting, where the colors are fixed on the canvas, and a three-dimensional video game engine, where the objects can be viewed from any angle.
Corn
I want to get into the technical side of how a tiny laptop can even pretend to do that, but let us look at the history for a second. We went from mono to stereo, which was the big revolution in the mid-twentieth century. Then we had that weird quadraphonic era in the seventies that failed miserably. Then we got into the five point one era in the nineties. What was the catalyst that pushed us toward this three hundred sixty degree immersive sound we have now? Was it just better processing power, or was there a specific industry push?
Herman
It was a bit of both. Processing power is a huge part of it, but it was also driven by the cinema industry wanting to stay ahead of home theaters. In the early two thousands, home theaters were getting good enough that people were staying home. So, the industry pushed for height channels. That was the big leap. Traditional surround sound was a flat plane. It was all around you, but nothing was ever above you. When Dolby Atmos was introduced, it added those overhead speakers. Suddenly, you were in a bubble of sound, not just a circle. But the real "aha" moment for the industry was realizing that they could use this same object-based metadata to simulate that bubble on much smaller devices using math.
Corn
I remember the first time I saw a movie in a theater with Atmos. It was a rain scene, and it actually felt like the water was hitting a roof above my head. It is a very visceral feeling. But then, almost immediately, we started seeing that logo on smartphones. I remember seeing a phone box that said Dolby Atmos, and I thought, there is no way. This phone has two tiny speakers at the bottom that are the size of a grain of rice. How is that even remotely the same thing? Is it just marketing?
Herman
That is where the skepticism is totally justified, but the science behind it is actually pretty cool. It is all about something called the Head Related Transfer Function, or HRTF. Basically, your brain figures out where a sound is coming from based on how it hits your outer ears, your pinna. A sound coming from behind you sounds different than a sound coming from in front of you because your ears are shaped to filter high frequencies differently depending on the angle. Your brain has spent your entire life learning these filters.
Corn
Right, because the back of my ear is physically blocking or reflecting some of the sound if it is coming from behind me. It changes the "color" of the sound.
Herman
Exactly. And there is also the timing difference, known as Interaural Time Difference. If a sound is to your right, it hits your right ear a fraction of a millisecond before it hits your left ear. Digital signal processing can now mimic those filters and timing delays so effectively that it tricks your brain into thinking a sound is coming from behind you, even if it is actually coming from a screen six inches in front of your face. When you put on headphones, this effect becomes even more powerful because the software has total control over what each ear hears.
Corn
So when I see that Dolby logo on my laptop or my tablet, it is not just a marketing gimmick? There is actually a complex algorithm trying to simulate those ear filters in real-time?
Herman
It is a bit of both. The logo means the device is capable of decoding the Atmos metadata and applying those HRTF filters. But, and this is a big but, the quality of the speakers still matters. If you have tiny, tinny speakers that cannot produce a wide range of frequencies, the effect is going to be weak. You need a certain amount of clarity and frequency response for your brain to accept the trick. That is why spatial audio usually sounds way better on high-quality headphones than on laptop speakers. With headphones, the manufacturer knows exactly where the speakers are in relation to your ears—they are literally strapped to them—so the math is much easier.
Corn
That makes sense. With a laptop, the manufacturer does not know if I am sitting two feet away or five feet away, or if I am in a room with high ceilings or lots of soft furniture that might be absorbing the sound.
Herman
Right. And that brings us to the middle ground Daniel mentioned in his prompt, which is the soundbar. I think soundbars are one of the most interesting pieces of tech right now because they are trying to solve a massive physics problem. Most people do not want to run wires for seven or nine speakers. They want one box under the TV. So, soundbar engineers use something called beamforming.
Corn
I have heard that term in relation to Wi-Fi routers, where they aim the signal at your device. How does it work with actual physical sound waves?
Herman
It is the same principle. By using an array of multiple small speakers—sometimes fifteen or twenty of them in a single bar—and controlling the timing of each one very precisely, you can create constructive and destructive interference. You can literally aim a "beam" of sound so that it bounces off your side wall and hits your ear from the side. To your brain, it sounds like there is a speaker on that wall, even though the sound originated from under your TV. The same goes for the ceiling. Many Atmos soundbars have "up-firing" drivers that bounce sound off the ceiling to create that height effect.
Corn
That sounds incredibly fragile, Herman. Like, if I have a big heavy curtain on one wall and a glass window on the other, wouldn't the sound bounce differently? One side would be muffled and the other would be bright.
Herman
It does! And that is why the high-end soundbars now come with sophisticated microphones and room calibration software. When you set them up, they play a series of sweeps and chirps. They listen to how those sounds bounce around the room and they build a digital map of your acoustic environment. If the left wall is more absorbent than the right wall, the processor will boost the volume or change the EQ of the left-firing beam to compensate. It is doing real-time acoustic engineering that used to take a professional with a tripod and a laptop hours to do.
Corn
It is amazing that we have reached a point where software can compensate for the physical limitations of a living room. But let us talk about the move toward single speaker immersion. I have seen some of these new smart speakers, like the ones from Apple, Sony, and Sonos, that claim to fill a room with three hundred sixty degree sound from just one cylindrical unit. Is that just a fancy way of saying the speaker points in all directions, or is there more to it?
Herman
There is definitely more to it. If you just have a speaker that points in all directions, you get what we call omnidirectional sound. It fills the room, but it is not immersive. It is just loud everywhere, like a mono radio from the fifties. The real magic happens when you use AI and sensing technology to do what we call computational audio. Companies like Apple with the HomePod or Sony with their three hundred sixty Reality Audio systems are using built-in microphones to constantly monitor the reflected sound. They are not just mapping the room once; they are doing it continuously.
Corn
So if I move the speaker from the kitchen counter to a bookshelf in the corner, it knows?
Herman
Within seconds. It detects the change in the reflection patterns and adjusts its internal EQ and beamforming. Some of the newer systems are even using ultrasonic sensors or the LIDAR cameras on your phone during setup to see exactly where the walls and furniture are. The goal is to create a wide soundstage where instruments feel like they are placed in specific spots in the room, rather than just coming from a single point. It is trying to recreate the "phantom center" and the "stereo width" that you usually need two speakers for.
Corn
I find the AI aspect of this really interesting. Because it is not just about measuring the room, right? It is about interpreting the audio itself. I have read about systems that use machine learning to identify the different parts of a song, like the vocals, the drums, and the reverb, and then they treat those parts differently in the spatial mix.
Herman
Yes, that is exactly where the cutting edge is in twenty twenty-six. If you are playing an old stereo recording from the nineteen sixties that was never meant for surround sound, these AI systems can perform what is called "upmixing." They use neural networks to identify the ambient sound, like the natural echo of the recording studio or the applause in a live track, and they steer that toward the walls and ceiling to create a sense of space. Meanwhile, they keep the "dry" vocals locked in the center. It is essentially hallucinating a three-dimensional space based on cues in the two-dimensional recording.
Corn
"Hallucinating" is a great word for it. It is like what AI does with images, filling in the gaps based on what it thinks should be there. But does that not bother the purists? I can imagine an audiophile—maybe someone like you on a particularly grumpy day—saying, "that is not what the artist intended, you are adding artificial space to the music."
Herman
Oh, the audiophile forums are absolutely on fire with those debates. And they have a point. If you are a purist, you want two high-quality speakers and a perfect equilateral triangle between them and your head. That is the "reference" experience. But the reality is that most people do not listen to music that way. They listen while they are cooking, or moving around the house, or sitting on a couch that is not perfectly centered. Computational audio makes the "sweet spot" much larger. It makes the music sound good in more places. It is the democratization of good sound. You do not need a dedicated listening room and ten thousand dollars of equipment to get an immersive experience anymore. You just need a decent speaker and some very clever code.
Corn
I like that phrase, the democratization of sound. But I want to push back on the "single speaker" thing. Can one speaker really replace a five point one system? Even with all the AI in the world, can it really make me feel like a car is driving past me from left to right?
Herman
To be honest, a single speaker will never be as good as physical speakers placed behind you. Physics is a stubborn thing. However, what these single speakers are getting very good at is "verticality" and "width." They can make a room feel much larger than it is. But for that true "behind you" feeling, you still usually need at least a soundbar with rear satellites. That said, the gap is closing. We are starting to see "distributed" systems where you can buy one speaker now, and add another later, and the AI automatically reconfigures the entire soundstage to use both of them in a coordinated way.
Corn
That sounds like a much more consumer-friendly way to build a system. You don't have to buy the whole "refrigerator-sized" setup at once. But what about the future? We have talked about where we are, but where does this go next? If software is taking over, what is the next leap?
Herman
The next leap is personalized, tracked audio. We are already seeing this with headphones. If you wear high-end earbuds, they use accelerometers to track your head movement. If you turn your head to the left, the "center" of the sound stays anchored to your TV screen. It is incredibly convincing. The next step is doing that in a room without headphones. Imagine a speaker system that uses a small camera or a millimeter-wave radar sensor to see exactly where you are sitting. If you move to the left side of the couch, the beamforming array shifts the entire spatial image in real-time so that you are always in the perfect sweet spot.
Corn
That sounds a bit like something out of a science fiction movie. The sound follows you around like a spotlight.
Herman
Exactly. And it could even work for multiple people. The system could create a "private sound zone" for you while someone else on the other side of the room hears something completely different, or at least a different mix. We are moving toward a world where sound is not something that happens "at" you, but something that exists "around" you, adapting to your presence and the physical layout of your life.
Corn
Let us talk about the practical side for a second. If someone is looking to upgrade their home setup and they are overwhelmed by all these standards—Dolby Atmos, DTS:X, Sony three sixty Reality Audio, MPEG-H. Does it actually matter which one they choose? Or is everything becoming cross-compatible?
Herman
For the most part, Dolby Atmos is the clear winner in terms of content availability. Almost every major streaming service, from Netflix to Disney Plus to Apple Music and Tidal, supports Atmos. DTS:X is great and some people prefer it, especially on physical media like Blu-rays because it is often "lossless," meaning no data is compressed. But for the average person streaming movies and music, Atmos is the one you want to look for. The good news is that most high-quality soundbars and receivers in twenty twenty-six now support both, so you do not really have to choose.
Corn
And what about the hardware? If I am on a budget, is a cheap "Atmos-enabled" soundbar actually better than a really good, older stereo setup?
Herman
That is the million-dollar question. Personally, I would take a really high-quality stereo pair—two good bookshelf speakers—over a bottom-of-the-barrel Atmos soundbar any day. Physics still wins at the low end. Large drivers in solid cabinets will always produce better texture and bass than tiny speakers in a plastic bar trying to use software tricks. However, once you get into the mid-range soundbars—the ones in the five hundred to eight hundred dollar range that have actual dedicated up-firing drivers—that is where the immersion starts to beat out traditional stereo for movies.
Corn
You mentioned "up-firing" drivers again. For those who aren't gearheads, those are the ones that literally point at the ceiling to bounce sound down, right?
Herman
Yes. And that is a crucial distinction. Some cheap soundbars claim to be "Atmos" but they only have front-facing speakers. They use "virtualization" to try and make it sound like there is height. It rarely works well. If you want the real Atmos experience in a soundbar, look for a "five point one point two" or "seven point one point four" system. That last number—the two or the four—refers to the number of height drivers. If that number is zero, you are just getting a simulation.
Corn
What about the AI single speaker stuff we talked about? Like the Apple HomePod or the Sonos Era three hundred. Where do those fit in for someone who just wants a simple setup?
Herman
They are the perfect solution for music lovers in smaller spaces. A single Sonos Era three hundred is surprisingly good at creating a sense of height and width because it has drivers pointing in almost every direction. But for a dedicated TV setup, a soundbar is still better because it can physically spread the speakers out across the width of your screen. The single speakers are more for "lifestyle" audio—filling a room with high-quality background music that feels like it is coming from everywhere at once.
Corn
It is interesting how the hardware is shrinking while the soundstage is expanding. I want to go back to the mobile thing for a minute. We talked about how phones use filters to simulate surround sound. But do you think we will ever reach a point where a phone can actually fill a room? Or are we always going to be limited by the size of those tiny diaphragms?
Herman
We are definitely fighting the laws of physics there. To move air and create deep bass, you need surface area and "excursion"—the distance the speaker cone moves. A phone just does not have the physical depth. But, there is some really cool research into using surfaces as speakers. You know how some high-end Sony TVs use the actual glass panel as the speaker?
Corn
Yeah, they vibrate the screen itself using actuators. It makes the voices feel like they are coming directly out of the actor's mouth.
Herman
Right. Imagine if your entire desk or your coffee table could be turned into a speaker by a small actuator in your phone or a tiny puck you set down. You could use the objects around you to create the scale that the phone lacks. Combine that with the AI mapping we talked about, and you could have a very powerful system that uses your environment as the hardware. Your house becomes the speaker cabinet.
Corn
That is wild. It turns the whole room into a musical instrument. But I do wonder about the privacy implications of all this "sensing." If my speaker is constantly mapping my room with microphones or ultrasonic sensors and tracking my position to optimize the sound, is that data staying on the device? Or is some company now getting a three-dimensional floor plan of my living room?
Herman
That is a very valid concern, and it is something we are seeing more discussion about in twenty twenty-six. Most of the companies doing this claim the processing happens locally on the device's silicon. For example, Apple's computational audio happens on their H-series or S-series chips, and they claim the raw audio data never leaves the device. But as these systems get more complex and start using cameras or more advanced sensors to track users, we have to be vigilant. An acoustic map of your home can actually reveal a lot—where your furniture is, how big the rooms are, even how many people are in the room.
Corn
Definitely. It is the classic trade-off between convenience and privacy. We get this incredible, immersive sound that follows us around the house, but the cost might be a little more data than we are comfortable sharing. It is something to keep an eye on as "smart homes" become "sensing homes."
Herman
It is something to watch for sure. But from a purely technical standpoint, the progress is just staggering. We have gone from mono radio to having a cinema-grade sound processor in our pockets in less than a century. The math that allows a pair of earbuds to recreate a cathedral is just mind-blowing.
Corn
It really is. I remember my dad being so proud of his massive floor-standing speakers in the eighties. They were the size of small refrigerators and they were finished in that dark wood grain. Now, I have a little cylinder on my shelf that probably has more processing power than his entire stereo system combined.
Herman
And it probably sounds more immersive, too, even if it cannot match the raw, chest-thumping bass of those old refrigerators. There is a certain "soul" to those old analog systems, but for sheer "you are there" realism, modern spatial audio is winning.
Corn
So, for the listeners who are thinking about their own setups, what is the takeaway? If they want to dip their toes into three hundred sixty degree sound without spending a fortune, where should they start?
Herman
I would say the easiest entry point is a good pair of headphones that support spatial audio. If you have a modern smartphone and a decent pair of noise-canceling headphones, you can experience Dolby Atmos right now through most streaming services. It is the most controlled environment for the tech to work. If you want to move to the living room, a mid-range soundbar with dedicated up-firing drivers is the sweet spot for most people. Look for that Atmos logo, but also look for the physical number of drivers. Avoid the ones that say "virtual Atmos" if you can afford to step up one level.
Corn
And if you are an audiophile like Herman, you just spend your weekends moving furniture and measuring reflections until your family thinks you have lost your mind.
Herman
Hey, it is a legitimate hobby! And when you hear that perfect soundstage where the singer feels like they are standing exactly five feet in front of you and the drummer is three feet behind them to the left, it is all worth it. It is like sonic time travel.
Corn
I will take your word for it. I think I am happy with my soundbar for now. But I do appreciate the engineering that goes into it much more after this chat. It is not just a speaker; it is a tiny little acoustic scientist sitting under my TV, constantly doing math so I can enjoy my action movies.
Herman
That is exactly what it is. A scientist that never sleeps and only wants to make your movies sound better.
Corn
Well, I think we have covered a lot of ground today. From the early days of cinema surround sound to the AI-driven future of single-speaker immersion. It is a fascinating field, and it is only getting more complex as software takes over from hardware.
Herman
Absolutely. And I suspect that in another few years, we will be talking about even more advanced systems that can track multiple people in a room and give each person a unique, personalized audio experience without headphones. The tech is moving that fast.
Corn
That would be something. No more fighting over the best seat in the house because every seat is the best seat.
Herman
That is the dream, Corn. That is the dream. Total acoustic equity.
Corn
Well, thank you all for listening to this deep dive into the world of sound. We really appreciate you joining us for episode seven hundred sixteen. If you have been enjoying the show, we would really appreciate it if you could leave us a review on your podcast app or a rating on Spotify. It genuinely helps other people find the show and keeps us going.
Herman
It really does. And if you have any questions about audio gear or you want to tell me why my twelve recalibrations were not enough, you can always reach us at show at myweirdprompts dot com. I am always happy to talk about crossover frequencies and room nodes.
Corn
You can also find all our past episodes and our contact form at myweirdprompts dot com. We are available on Spotify, Apple Podcasts, and pretty much everywhere else you get your podcasts.
Herman
Thanks again to Daniel for the prompt. This was a fun one to geek out on. I might go move my subwoofer another inch to the right now.
Corn
Oh boy. Here we go again. We will be back soon with another episode. Until then, keep your ears open and your speakers calibrated.
Herman
Or at least move your bookshelf three inches to the left. Just try it and see if the imaging improves.
Corn
Goodbye, everyone!
Herman
Goodbye!

This episode was generated with AI assistance. Hosts Herman and Corn are AI personalities.