1970s: Ambisonics was developed in the 1970s as a surround sound technology by British engineer Michael Gerzon and later refined by Peter Fellgett and others.
Spherical Sound: Ambisonics aims to capture and reproduce audio in a spherical or three-dimensional manner, including both horizontal and vertical sound information.
B-Format: The core of Ambisonics is the B-Format, which represents audio as a combination of spherical harmonic components (W, X, Y, Z). This format allows for flexible manipulation of sound directionality.
Encoding and Decoding: Ambisonics involves encoding audio using B-Format during recording or synthesis and decoding it for playback through speaker arrays or virtual systems.
Immersion and Realism: Ambisonics has been used in various applications, including music production, gaming, and virtual reality, to create immersive and realistic audio experiences.
Challenges and Adoption: While Ambisonics offers a high degree of flexibility, its adoption has faced challenges due to the complexity of encoding and decoding, as well as the need for specialized equipment.
Modern Resurgence: In recent years, Ambisonics has seen a resurgence in interest, driven by advancements in VR and 360-degree video, as well as software-based solutions for encoding and decoding.
Open Standards: Efforts have been made to standardize Ambisonics, making it more accessible and compatible across different platforms and software.
Future Applications: Ambisonics continues to be explored for applications like 3D audio for headphones, spatial audio for augmented reality, and improved audio experiences in various multimedia content.
Ongoing Research: Research and development in Ambisonics continue to push the boundaries of spatial audio, aiming to provide more realistic and immersive soundscapes for listeners.