When you initialize a spatial audio stream, you must specify which of the available static channels the stream will use. For a list of the supported formats and their channel counts, see Spatial Sound. The static channels that are available on a particular device depend on the spatial sound format being used. Each of these channels represents a real or virtualized speaker at a fixed point in space that does not move over time. Render audio using static spatial audio objectsĪ static audio object is used to render sound to one of 18 static audio channels defined in the AudioObjectType enumeration. For an overview of Windows Sonic, Microsoft’s platform-level solution for spatial sound support on Xbox and Windows, see Spatial Sound. For complete end-to-end examples of real-world spatial audio implementations, see Microsoft Spatial Sound samples github repository. The implementation steps for all three of these techniques are very similar and this article provides a similarly structured code example for each technique.
MICROSOFT AUDIO STATIC NOISE HOW TO
This article presents some simple examples that illustrate how to implement spatial sound using static spatial audio objects, dynamic spatial audio objects, and spatial audio objects that use Microsoft's Head Relative Transfer Function (HRTF).