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Object-based surround sound represents sounds as audio elements paired with spatial instructions, so a renderer can place them in a three-dimensional sound field. Unlike a fixed-channel mix, it does not assign every sound to a permanently designated speaker channel. Many formats combine object audio with channel-based beds.
What is an audio object?
An object is a discrete audio element—such as a voice, instrument, or sound effect—paired with metadata that describes where it belongs in the sound field. The metadata can specify a fixed position or movement over time. The audio itself may be mono or stereo; the spatial instructions tell the renderer how to place it. Dolby defines an object as “a discrete audio element that can be placed anywhere in the three-dimensional sound field.” Dolby Professional Support explains beds and objects in Dolby Atmos.
A renderer is the playback system’s processing that interprets those instructions for the available speakers or other supported playback setup. The mix can therefore be adapted to different supported configurations instead of requiring every listener to have the exact speaker layout used during mixing.
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How object-based audio differs from channel-based audio
| Approach | How audio is represented | What the renderer or playback system does |
|---|---|---|
| Channel-based | Audio is routed to channels associated with fixed speaker positions. | Plays each channel through its designated position in the system. |
| Object-based | Individual audio elements carry spatial metadata, such as position. | Interprets the metadata to place the elements for the supported playback configuration. |
| Hybrid | Uses fixed-channel beds, objects, or both. | Handles fixed routing for the bed and spatial instructions for objects. |
Object-based audio does not mean every sound must be an object. A mix may route static elements through a bed and use objects for sounds whose position or movement benefits from independent panning. The choice depends on the mix; dialogue, music, and effects are not required to use one representation.
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What is a bed?
A bed is a multichannel bus with fixed channel routing. Each channel has a defined relationship to a speaker position, so a bed follows the channel-based approach even when it is part of an immersive format that also supports objects.
Dolby’s professional Atmos workflow provides one example: Dolby describes a default bed configuration of 7.1.2 and says a typical Atmos music mix can use one bed and up to 118 objects. Those are Dolby workflow details, not universal limits or requirements for all object-based formats. See Dolby’s description of beds and objects.
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How formats use objects and rendering
Dolby Atmos
Dolby Atmos combines beds and objects. A bed provides fixed channel routing; objects add audio elements with independent spatial metadata. Dolby’s stated bed configuration and object count describe its own professional workflow, not a general rule for immersive audio.
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DTS describes DTS:X as object-based and not tied to one prescribed channel count or speaker configuration. That flexibility does not mean every installation will sound identical or that compatible playback equipment is unnecessary. DTS describes DTS:X’s approach.
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MPEG-H 3D Audio
MPEG-H 3D Audio is designed for flexible rendering of immersive audio across different listening scenarios. MPEG’s standard overview describes MPEG-H Audio.
MPEG-I immersive audio
MPEG-I goes beyond the usual fixed listening position by supporting six degrees of freedom (6DoF): listener orientation and movement through a scene. Its described features include objects and acoustic properties such as reverberation and occlusion. These capabilities target more interactive experiences and should not be assumed to apply to every home-theater format. MPEG outlines MPEG-I immersive audio.
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What object-based surround sound does—and does not—guarantee
- It gives a renderer spatial instructions. How those instructions are translated depends on the format and supported playback system.
- It does not guarantee a dedicated physical speaker for every sound. Rendering adapts to the system; an object is not a promise that a particular speaker will reproduce it.
- It does not guarantee that every format supports the same layouts or features. Formats differ in their rendering and scene capabilities.
- It is not automatically better-sounding. An audible benefit depends on the content, renderer, room, playback setup, and comparison; the format label alone cannot establish one.
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