Immerse your app in spatial audio

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Discuss the WWDC21 session Immerse your app in spatial audio.

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Hi, I am interested in decoding multichannel Higher-Order Ambisonics feeds to the Spatial Audio renderer discussed in the "Immerse your app in spatial audio" WWDC21 talk. However, I could not find any documentation about which multichannel audio formats are actually supported by the renderer, and a search for "Ambisonics" in the developer documentation only contains results pertaining to the Audio DriverKit. Can someone please enlighten me? Thank you!
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by foijodsf.
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I’m able to configure a 7.1.4 surround in audio midi settings, and it correctly output Dolby Atmos content from Apple Music app, all 11.1 channels have signal. But I can’t get anything more than 5.1 outside of official app, any local 7.1 ec3 or 5.1 ec3 with Atmos elementary stream / in MP4 container will only output 5.1. Is there a plan to solve this problem / add this feature in the future?
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by Rainbaby.
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I'm attempting to create an app that uses the spatial audio API but doesn't play audio the whole time. I want the user to be able to listen to other media outside my app but gather X Y & Z axis information most of the time the app is running in the background. Does anyone know if this is possible?
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by JaredGoer.
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When I use the following API to get device space audio capability, It always return NO on iOS15.1, YES is returned only after the state is played and MPRemoteCommand is set. That was true before iOS15.1. if (@available(iOS 15.0, *)) {         NSArray<AVAudioSessionPortDescription *> *outputs = [AVAudioSession sharedInstance].currentRoute.outputs;         if (outputs.count > 0) {             AVAudioSessionPortDescription *portDescription = [outputs objectAtIndex:0];             NSString *log = [NSString stringWithFormat:@"portType:%@,portName:%@,isSpatialEnabled:%d",portDescription.portType,portDescription.portName,portDescription.isSpatialAudioEnabled];             NSLog(@"%@",log);         }     }
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by xuming.
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Hello, I'm trying to experiment with Spatial Audio using Dolby Atmos on iOS using Swift. What are the steps I need to do to try out the spatial audio that stays stationary when moving your head? Do I need to use the CMHeadphoneMotionManager combined with SceneKit? Or does it automatically work with AVPlayer out of the box? Currently, I can't get either working. I'm a bit confused as there is very slim information on the internet regarding this feature. Thanks!
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