View Full Version : Spatial Audio Rendering for Home Cinema
Hello, I'm new here
I'm currently working on a software to deal with 3D audio objects rendering. I'm very interested if some guys could try the soft.
It works on Windows and Linux and is fully open-source.
I currently use it on linux vith mpv as a player.
You can output audio via spdif and a pipe or through pipewire.
Output is pipewire or asio.
You'll need a plugin from someone else to translate well known spatial audio format (it might exist on github)
https://github.com/mgth/Omniphony
https://github.com/mgth/Omniphony/blob/main/Omniphony_capture.png
To have it simpler, we made a version mpv embedded, with asio support for Windows users (pipewire for linux). You may want to try : https://github.com/mgth/mpv-omniphony/
https://github.com/mgth/mpv-omniphony/raw/main/mpv-omniphony-1200.png (https://github.com/mgth/mpv-omniphony)
raquete
29th May 2026, 11:08
Very very Interesting Mgth and welcome.
Excuse me but i need a little 'turorial - how to use' to understand and use it all, i'm not so advanced.
Are you on Windows or Linux?
To get it decoding, you need the right dll/so — you might find it by searching "omniphony [format-to-decode]" on GitHub.
Anyway, the easiest is to use mpv-omniphony. First install omniphony itself and launch omniphony-studio.
But don't launch orender — that's for standalone use and takes spdif/pipe as input, whereas mpv-omniphony has its own.
Now you can launch mpv with --od=orender --ad-orender-osc.
If you use WASAPI, you may be stuck at 8 channels; use --ao=asio --asio-device=[asio-device-name] to get more.
That should get you started.
raquete
29th May 2026, 20:26
I'm using Windows 11
( and win 7 64 bit in 2 notebooks...works in win 7 64 bits? )
I will follow your guide and later i post the resulkts.
Big thank you:thanks:
For Win7 I don't know, but if mpv does, I think it will.
raquete
29th May 2026, 21:47
For Win7 I don't know, but if mpv does, I think it will.
OK, i need time to understand how it works and learn it all, my english is not so good... :(
Balling
8th June 2026, 19:01
So this supports both TrueHD Atmos and EAC3 Atmos? Let me check dynamic moving objects...
So this supports both TrueHD Atmos and EAC3 Atmos? Let me check dynamic moving objects...
Yes it does
Balling
9th June 2026, 11:25
Speakers layout 8.0.4 is a weird one. 9.1.6 should be the default.
So if I just leave FL and FR in the imported layout I will get binaural?
BTW, for proper sound Dolby Atmos for Headphones should be disabled for your headphones... if you try just FL, FR Atmos Headphones will put some of the FR into FL and vice versa. It is rediculous.
Default is 7.1.4 not 8.0.4, but I think maybe we should set it to 5.1.2 so that every one even with a classic 8 channels audio card get a working setup at start. I don't know, it's thinking in progress.
But I'm working to have it clearer.
For LR, FR, no you won't get binaural. It will just work, and distribute energy on the two HP upon object position, but no HRTF at all (for now) I have a side project to drive binaural renderer with an accelerometer on top of the headset, it will require HRTF, but that's another story
Balling
9th June 2026, 17:14
Oh, so FL, FR only assume speakers not headphones? For headphones you need HRTF? Would Atmos for Headphones work? My headphones are recognised as 5.1 with Atmos for headphones.
In my understanding it cannot produce something that you could not produce with traditional stereo. But yes we can reproduce what your ear would receive. That's only right when the head is static. As soon as you turn the head you lose actual position, and the scene turn with it. That's why I think head tracking is a real bonus in that case. Maybe I'm wrong (but I'll definitely test that when omniphony gets stable)
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