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.
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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