Intro
This guide discusses details on Apple Spatial Audio, as well as Personalized Spatial Audio. I will also mention my thoughts and findings when experimenting with Spatial Audio.
Notes
- As of June 2025, this guide has been restructured, and more information about newer software releases such as iOS 18 and iOS 26 beta will be added. I have also converted the guide to markdown for easier reading.
Spatial audio Notes
Compatible Headphones
For a lot of these features such as spatialized stereo and dynamic head tracking, you will need AirPods or Beats headphones that support spatial audio, which include,
- AirPods 3rd generation
- AirPods Pro first and second generation
- AirPods Max (both Lightning and USB-C versions
- Beats Fit Pro
- Beats Solo 4
- Beats Studio Pro
- PowerBeats Pro
Compatible devices for playing back Spatial audio content
Any device from the ones listed below that can update at least to iOS 16, macOS 13 Ventura, iPadOS 16.1, tvOS 16, can play back personalized spatial audio. You will need any iPhone that has FaceID to create a personalized spatial audio profile.
The following is a list of every device that can play back spatial audio, both personalized and regular spatial audio.
Compatible iPhone models
- iPhone 7 and later
- iPhone SE (Second Generation) and later (includes iPhone 16 E).
Compatible iPad models
- iPad 5th gen and later
- iPad Mini 5th gen and later
- iPad Air 3 and later
- iPad Pro 10.5-inch
- iPad Pro 11-inch (all models)
- iPad Pro 12.9-inch second gen and later
- All M-powered iPads are supported. The iPad Mini (A17 Pro) is also supported.
Compatible Mac Models
All M-powered Macs can play back spatial audio. I don't have a new Intel Mac to test this, but I believe that spatial audio doesn't have support for Dynamic Head tracking. If you have a new enough Intel Mac, please shed light on this in the comments.
Apple TV Models
- All Apple TV 4K models support Spatial Audio.
Spatial Audio and Spatialized Stereo
If you are an Apple Music subscriber, you have access to Dolby Atmos music and lossless audio at no extra charge. This can work in tandem with spatial audio. This is the only feature that doesnât require AirPods, but you will have to enable it. Hereâs how. - If on an iPhone, open the Music settings. If on a Mac, open the Music app, and press Command+Comma to open the settings. - Navigate to the Playback section. - Under Dolby Atmos, select Always On. This setting only affects Apple Music. If you donât see it, you are not an Apple Music subscriber or you arenât signed into Apple Music.
Dolby Atmos and spatial audio will now be on for supported songs.
Another feature called Spatialized Stereo allows stereo content to be rendered in Apple's spatial audio renderer to make it sound more immersive.
To hear stereo tracks from Apple Music, as well as content from other apps like YouTube, Safari, etc., in spatialized stereo, open Control Center. - If on a Mac, press VO+Command+Space on Sound. - If on an iPhone, double tap and hold on the volume slider in Control Center. - This is where you toggle the feature on. Turning it on for one app does not affect any other apps. For example, turning this on in YouTube will not turn it on for Safari or another app. - Note, in iOS 17, tapping on spatial audio when no music is playing will take you back a screen. Make sure media is playing before toggling the feature.
Depending on your settings, you may either see a menu or be presented with a toggle switch for spatial audio. If you are presented with a menu, you will be presented with 3 options: - Off, adds 0 spatial audio processing to the sound. - Fixed, provides spatial content that does not use dynamic head tracking (see below). - Head tracked, Dynamic head tracking will make the sound seem like it changes direction if you move your head. For example, if your iPhone is stationary on a flat surface and you turn your head to the right, the sound will move to the left. Head tracking also works for the up and down motion of your head. For example, if you tilt your head back, the sound will get lower and farther away.
This used to be only available when Personalized Spatial Audio was turned on, but with iOS 17.1 (might be a later version), this is supported even with the generic HRTF.
Spatial audio works in all apps that play media. If you are running iOS17 and earlier, this does not work for audio games like the blindfold games or RSGames. With iOS 18, Apple added support for Spatial Audio in games. This also means that audio from games with stereo content will play in spatial audio. It is rendered in the same way a movie or tv show might get rendered, which is different than music.
Spatial Audio does not work on 3rd party conferencing/VOIP apps. 3rd party apps that support multichannel content like Netflix, Disney+, and others will use multi-channel formats if the movie or show supports it. A lot of shows and movies support 5.1 surround sound, so spatial audio will work by default when supported headphones are connected (see above).
Personalized Spatial Audio
Personalized Spatial Audio will scan your head to make an HRTF (Head Related Transfer Function) on your iPhone. This will allow spatial audio to use your HRTF rather than a generic one. See below for more details about HRTFâs.
Personalized spatial audio setup
Note: this setup has slightly changed in iOS 17.3 and later.
To create a Personalized Spatial Audio profile, you will need an iPhone 10 or later. After it is set up, you can play back audio using the personalized spatial audio HRTF on any capable device (see above).
To set up personalized spatial audio, make sure your AirPods are connected, and then do the following: - Open the settings app on your iPhone. - Tap on your AirPods at the top of the settings list. If you donât see them, open your AirPods case and hold it near your iPhone. Scroll down until you see personalized spatial audio. After tapping on personalized spatial audio, you should see a âSet up personalized spatial audioâ button.
Setup Instructions for iOS 17.3 and later
- After you hit the capture button, put your face in the camera frame.
- You will hear a sound and feel a haptic to confirm.
- Now, turn your head to the left until you hear a chime.
- Turn your head all the way to the right (passed center, so that the phone is now on your left) until you hear the chime, then set up will be completed. If you donât hear the chime when moving your head, try adjusting your head to the center and then move it in the direction.
Setup Instructions for iOS 17.2 and older
If you are running iOS 17.2 and older, the set up process takes three steps to complete, and is a bit more challenging. You will be asked to complete the front view capture. This is very similar to setting up Face ID. After you complete the front view capture, you will be asked to complete the right ear capture. There is no one way to complete this from my testing. My recommendation is to hold the phone out in front of you, and then turn to the left. Then, you will turn your head to the right and left until it works. Thatâs the best advice I can give you. I would recommend keeping the phone at arm's length or about 12 inches (304.8mm) away from you. Next, repeat that all over again but this time for the left ear capture. Same advice as before, you kind of have to figure it out as you go. Apples âturn your head leftâ and turn your head rightâ messages play seemingly randomly. If I were to follow them, I would be turning the back of my head fully in the cameraâs view.
After you complete the set up process, Personalized Spatial Audio is ready! Personalized Spatial Audio will play in any contexts where normal spatial audio would play.
My Thoughts on the whole thing
I love the idea behind Personalized Spatial Audio, and Spatial Audio as a whole. Personalized Spatial Audio does make the audio more immersive. When it works, it is really the best way to experience Spatial Audio.
Do I think itâs 100% perfect? Maybe, but itâs got a few kinks that its non-personalized counterpart doesn't have.
In previous versions of iOS 16 and all currently available versions of iOS 17 and later, there is a slight high frequency boost which makes high frequencies sound sharp, but this went away in iOS 17.0 beta 2 after creating another HRTF. But around beta four or five to public release, the bug came and went as it pleased. For those who canât try it and want me to explain every difference between normal and personalized spatial audio, here you go.
Differences between Personalized Spatial Audio and Normal Spatial Audio
Letâs start with personalized spatial audio. One thing that Iâve been noticing is that things sound very up close with personalized spatial audio turned on compared to regular spatial audio. When listening to some tracks in spacialized stereo, it was hard for me to tell that spatial audio was even turned on. Thereâs barely any room ambience which normal spatial audio has, which adds to the 3-D effect. Normal spatial audio feels much more immersive. When things are above you, they feel like you could reach up and almost touch them, while with personalized spatial audio turned on, it still feels like they are coming from the top of your head. I like the way spatial audio as a whole makes regular stereo content in Apple Music and YouTube have a sense of depth. I can see it getting even better in future versions of iOS 17 and iOS 18 and macOS 14 and 15. Following is some information for the more curious-minded about HRTFâs and how personalized spatial audio can change the way spatial audio sounds as well as some more technical details about how Appleâs spatial audio works.
The problem with generic HRTFâs
Everyoneâs head is not the same, so spatial audio will work better or worse by default for some people. When you have your own HRTF, this increases the effect of spatial audio and makes it more realistic and gives more depth and clarity to the sound.
There was an old app called Waves NX which would let you play your music through 3-D sound. One of its features was you could enter exact values, and it would customize your HRTF for you. According to Wikipedia:
âA head-related transfer function (HRTF), also known as anatomical transfer function (ATF), or a head shadow is a response that characterizes how an ear receives a sound from a point in space. As sound strikes the listener, the size and shape of the head, ears, ear canal, density of the head, size and shape of nasal and oral cavities, all transform the sound and affect how it is perceived, boosting some frequencies and attenuating others.
This is why when your iPhone scans your head to create an HRTF, it is most likely going to be better than that random guy at Apple they scanned for the standard HRTF.
The virtual room
To make an HRTF more realistic, spatial audio companies can add a virtual room to enhance their experience. This allows reflections of the sound to bounce off of walls in a virtual room giving the effect of the audio being in a living room or studio/theater. Depending on what the app wants to do with their HRTFâs, the room reverb could be very subtle, or very pronounced. For example, an app called Boom 3D, which is designed for playing music and podcasts as well as radio stations, has a large virtual room. If you heard a short kick drum, it would sound like it was in a big room. Appleâs implementation of the virtual room is to have the reverb time be pretty short, and more in the background rather than it be right up front and extremely noticeable. Many other apps like Boom3D and others create HRTFâs for surround sound audio, but rarely do they let you import or scan your own like Appleâs Personalized Spatial Audio and Waves NX. While personalized spatial audio is free for all iPhone users, apps like Boom3D are locked behind paywalls or hard to cancel subscriptions. (Trust me, I know. Back before these features came out, I was in one such hard-to-cancel expensive subscription.)
Stats about Apple spatial audio for the fellow sound enthusiasts
Here we go, the real nerdy stuff.
If you are using personalized spatial audio, you may notice a boost at the frequencies of around 8 to 12 kHz as mentioned before. This boosting of the frequencies goes away if personalized spatial audio is turned off with regular spatial audio still on. If personalized spatial audio is turned off, the virtual room changes completely and is nothing like the room that personalized spatial audio uses. Even someone who didnât know lots about reverb could pick up on it depending on the sound.
Changes in iOS 17.0 beta and Mac OS 14.0 beta
One thing I mentioned in the previous section was that the high-frequency boost at 8000 to 12000Hz was 90% completely eliminated in the earlier beta software. Other changes include the amount of the virtual room used on Dolby Atmos signals on Apple Music being lessened. Over the course of spatial audioâs whole entire existence, I have noticed that on Dolby Atmos signals the virtual room varies a lot more than regular 2-channel content. It is never more than stereo content. The way I think of it is that there is less virtual room reverb interfering with the sound. We can get as accurate as the stereo sound while still adding lots of spatial audio effects.
Additional notes
Here are some things I have found out just by using personalized spatial audio that I would like to add.
I feel like there has been a boost to all sounds that are mono, or the mid channel. Adding this boost makes sounds that normally pan out to the left and right stay closer to the center, which I feel like is the opposite of immersive. Regular spatial audio does not do this. If you were to overexaggerate the side channel on the other hand (not individual stereo channels), the audio panning would be overexaggerated. If you added too much of the side channel, the sound might start to sound like itâs coming from the middle of your head. Itâs hard to explain what that sounds like, but for those who know what it sounds like, you know what Iâm talking about.
Apple should find a happy medium. Not too much of either channel, but not too little.
Apple Music VS Movie/TV renderers
Ever since you could watch spatial audio content in the Apple TV app with, I believe, iOS 14, things have sounded different than when you listen to spatial audio content with Spatial Audio or spatialized stereo. This is because two different renderers are being used.
Up until Logic Pro version 11.2, you could only hear content played through the music renderer. In Logic Pro 11.2, you can switch the renderer to Movie, and hear sounds as they would be played on Apple TV, or any app that would play spatial audio content for movies.
For anyone wanting to put spatial audio and spatialized stereo through its paces, Iâve created some playlists that have songs on them I feel like are really good ones. I have a playlist with some of the most immersive Dolby Atmos content I have found on Apple Music.
I also have a playlist with songs I feel like sound really good in spatialized stereo.
That playlist contains some of the songs found on the Spatial Audio playlist, but in stereo so you can compare the differences.
If you have your own song ideas for these playlists, please post them in the comments. Iâm looking for songs that are similarly themed.
If any major changes are made to Appleâs spatial audio feature, I will update the guide accordingly.Hello everyone, and as promised, here is my definitive guide to spatial audio for apple devices. I have updated this guide as of February 2024, with more information I have found, as well as changes that reflect the latest iOS and macOS software as well as other Misc changes.
Note, for a lot of these features such as spatialized stereo, you will need AirPods or beats headphones that support spatial audio, which include, ⢠AirPods 3rd generation ⢠AirPods Pro first generation ⢠AirPods Pro second generation ⢠AirPods Max ⢠Beets fit pro
If you are an apple music subscriber, you have access to dolby Atmos music and lossless audio. This can work in tandem with spatial audio. This is the only feature that doesnât require AirPods, but you will have to enable it. Hereâs how. If on an iPhone, open the music settings. If on a Mac, open the music app, and press command+comma to open the settings, and select playback in the top toolbar. Under dolby Atmos, select always on. This setting only affects apple music. If you donât see it, you are not an apple music subscriber or you arenât signed into apple music. Dolby Atmos and spatial audio will now be on for supported songs. To hear stereo tracks in spatialized stereo, open control center. If on a Mac, press VO+command+space on sound. If on an iPhone, double tap and hold on the volume slider in control center. This is where you toggle the feature on. Turning it on for one app does not affect any other apps. For example, turning this on in YouTube will not turn it on for safari or another app. (note, in iOS 17, tapping on spatial audio when no music is playing will take you back a screen. Make sure media is playing before toggling the feature.) Depending on your settings, you may either see a menu or be presented with a toggle switch for spatial audio. If you are presented with a menu, you will be presented with 3 options. Off, adds 0 spatial audio processing to the sound. Fixed, provides spatial content that does not use dynamic head tracking (see below) Head tracked, Dynamic head tracking will make the sound seem like it changes direction if you move your head. For example, if your iPhone is stationary on a flat surface and you turn your head to the right, the sound will sound like it is turning to the left. If personalized spatial audio is turned on, head tracking also works for the up and down motion of your head. For example, if you tilt your head back, the sound will sound like it is getting lower and farther away. (see below for personalized spatial audio. Update: as of a version of iOS 17 that I donât remember, regular spatial audio supports the ability to move your head up and down with head tracking. Spatial audio works in all apps that play media. Unfortunately, this does not work for audio games like the blindfold games or RSGames. This feature does not work on 3rd party conferencing/VOIP apps. 3rd party apps that support multichannel content like Netflix, Disney+ and others will use multi channel formats if the movie or show supports it. A lot of shows and movies support 5.1 surround sound, so spatial audio will work by default when supported headphones are connected (see above)..
Personalized spatial audio, the next upgrade for apple spatial audio, Says Apple. As I discussed in a previous forum comment, personalized spatial audio will scan your head to make a HRTF (Head Related Transfer Function) on your iPhone. This will allow spatial audio to use your HRTF rather than a generic one. See below for more details about HRTFâs.
Personalized spatial audio setup Note: this set up has slightly changed in iOS 17.3 and later. Before we talk about how to set up this feature, we need to talk about compatible devices. All devices that support iOS 16.0 and macOS 13.0 can play back created personalized spatial audio profiles. To create one, you must have an iPhone 10 and later. After it is set up, you can play back audio using the personalized spatial audio HRTF on any iOS 16 or macOS 13 capable device.
To set up personalized spatial audio, make sure your AirPods are connected, and then do the following. Open the settings app on your iPhone. Tap on your AirPods at the top of the settings list. If you donât see it, open your AirPods case and hold it near your phone. Scroll down until you see personalized spatial audio. After tapping on personalized spatial audio, you should see a âSet up personalized spatial audioâ button. For iOS 17.3 and later, the set up process is less cumbersome and is slightly easier to set up. After you hit the capture button, put your face in the camera frame. You will hear a sound to confirm. Now, turn your head to the left until You hear a chime. Now, turn your head all the way to the right until you hear the chime, then set up will be completed. If you donât hear the chime when moving your head, try adjusting your head to the center and then move it in the direction. If you are running iOS 17.2 and older, the set up process takes three steps to complete, and is a bit more challenging. You will be asked to complete the front view capture. This is very similar to setting up Face ID. After you complete the front view capture, you will be asked to complete the right ear capture. There is no one way to complete this from my testing. My recommendation is to do this. Hold the phone out in front of you, and then turn to the left. Then, you will turn your head to the right and left until it works. Thatâs the best advice I can give you. I would recommend keeping the phone at arms length or about 12 inches (304.8mm) away from you. Next, repeat that all over again but this time for the left ear capture. Same advice as before, you kind of have to figure it out as you go. Apples âturn your head leftâ and turn your head rightâ messages play seemingly random. If I were to follow them I would be turning the back of my head fully in the cameraâs view. After you complete the set up process, Personalized spatial audio is ready!
My Thoughts on the whole thing Well, I love the idea. It makes the audio sound great, just the way I want spatial audio to make it sound. Do I think itâs 100% perfect? Maybe, but itâs got a few kinks itâs non-personalized counterpart has. In previous versions of iOS 16 and all currently available versions of iOS 17, there is a slight high frequency boost which makes high frequencies sound sharp, but this went away in iOS 17.0 beta 2 after creating another HRTF, But around beta four or five to public release, the bug came and went as it pleased. For those who canât try it and want me to explain every difference between normal and personalized spatial audio, here you go. Letâs start with personalized spatial audio. One thing that Iâve been noticing is that things sound very up close with personalized spatial audio turned on compared to regular spatial audio. When listening to some tracks in spacialized stereo, it was hard for me to tell that spatial audio was even turned on. Thereâs barely any room ambience which normal spatial audio has which adds to the 3-D affect. Normal spatial audio feels much more immersive. When things are above you, they feel like you could reach up and almost touch them, while with personalized spatial audio turned on, it still feels like they are coming from the top of your head. I like the way spacial audio as a whole makes regular stereo content in apple music and YouTube have a sense of depth. I can see it getting even better in future versions of iOS 17 and iOS 18 and macOS 14 and 15. Following is some information for the more curious minded about HRTFâs and how personalized spatial audio can change the way spatial audio sounds as well as some more technical details about how appleâs spatial audio works..
The problem with generic HRTFâs
Everyoneâs head is not the same, so spatial audio will work better or worse by default for some people. When you have your own HRTF, this increases the effect of spatial audio and makes it more realistic and giving more depth and clarity to the sound. There was an old app called waves NX which would let you play your music through 3-D sound. One of its features was you could enter exact values, and it would customize your HRTF for you. According to Wikipedia, âA head-related transfer function (HRTF), also known as anatomical transfer function (ATF),], or a head shadow is a response that characterizes how an ear receives a sound from a point in space. As sound strikes the listener, the size and shape of the head, ears, ear canal, density of the head, size and shape of nasal and oral cavities, all transform the sound and affect how it is perceived, boosting some frequencies and attenuating others.â This is why when your iPhone scans your head to create an HRTF, it is most likely gonna be better than that random guy at apple they scanned for the standard HRTF. The virtual room To make an HRTF more realistic, spatial audio companies can add a virtual room to enhance their experience. This allows reflections of the sound to bounce off of walls in a virtual room giving the effect of the audio being in a living room or studio/theater. Depending on what the app wants to do with there HRTFâs, the room reverb could be very subtle, or very pronounced. For example, an app called Boom 3D which is designed for playing music and podcasts as well as radio stations through has a large virtual room. If you heard a short kick drum, it would sound like it was in a big room. Appleâs implementations of the virtual room is to have the reverb time be pretty short, and more in the background rather than it be right up front and extremely noticeable. Many other apps like Boom3D and others create HRTFâs for surround sound audio, but rarely do they let you import or scan your own like appleâs Personalized Spatial audio and waves NX. While personalized spatial audio is free for all iPhone users, apps like boom3d are locked behind Pay Walls or hard to cancel subscriptions. (Trust me, I know. Back before these features came out, I was in one such hard to cancel expensive subscription.) Stats about apple spatial audio for the fellow sound enthusiasts Here we go, the real nerdy stuff. If you are using personalized spatial audio, you may notice a boost at the frequencies of around 8 to 12kHz as mentioned before. This boosting of the frequencies goes away if personalized spatial audio is turned off with regular spatial audio still on. If personalized spatial audio is turned off, the virtual room changes completely and is nothing like the room that personalized spatial audio uses. Even someone who didnât know lots about reverb could pick up on it depending on the sound. Changes in iOS 17.0 beta and Mac OS 14.0 beta One thing I mentioned in the previous section was that the high frequency boost at 8000 to 12000Hz was 90% completely eliminated in the earlier beta software. Other changes include the amount of the virtual room used on dolby Atmos signals on apple music being lessened. Over the course of spatial audios whole entire existence, I have noticed that on dolby Atmos signals the virtual room varies a lot more than regular 2 channel content. It is never more than stereo content. The way I think of it is that there is less virtual room reverb interfering with the sound, we can get as accurate as the stereo sound while still adding lots of spatial audio effects. Additional notes Here are some things I have found out just by using personalized spatial audio that I would like to add. I feel like there has been a boost in all sounds that are mono, or the mid channel. Adding this boost makes sounds that normally pan Out wider stay closer to the center which I feel like is the opposite of immersive. Regular spatial audio does not do this. If you were too over exaggerate the side channel on the other hand (not individual stereo channels) the audio panning would be over exaggerated. If you added too much of the side channel, the sound might start to sound like itâs coming from the middle of your head. Itâs hard to explain what that sounds like, but for those who knows what it sounds like, you know what Iâm talking about. Apple should find a happy medium. Not too much of either channel, but not too little. There is a easy fix I feel like, and one of the apples apps has already done this ever since the feature first came out. If you could use the renderer that non-personalized spatial audio content uses, the ideal experience would be a bit better. There would still be a high frequency boost, but sounds would be more immersive, rather than trapped to the listener so to speak. Appleâs logic Pro app already does this, and although I prefer the Dolby renderer option, the personalized spatial audio option in logic Pro does sound a bit better when compared to the standard spatial audio options. The reason for this is they use the same renderer, or the same virtual room.
Those are my thoughts, and that is all for now. If you have any questions, please feel free to reach out in the comments. Pete S, for anyone wanting to put spatial audio and spacialized stereo through its paces, Iâve created some playlists that have songs on them I feel like our really good ones. I have a playlist with some of the most immersive Dolby Atmos content I have found on Apple Music.
https://music.apple.com/us/playlist/spacial-audio-testing/pl.u-xrRlIJ62bxe
I also have a playlist with Songs I feel like sound really good in spatialized stereo. https://music.apple.com/us/playlist/spacialized-stereo-testing/pl.u-2x5vFGyP4Re If you have your own song ideas for these playlists, please post them in the comments. Iâm looking for songs that are similarly themed.
If any major changes are made to apples spatial audio feature, I will update the guide accordingly.
Comments
Levi, thanks
Levi, I'm glad you took the time and space to share. Having a 7.1.2 surround home theatre system and a 7.1 surround recording studio, I think I can confidently say, on behalf of audiophiles on Applevis, bravo!
I had wondered about these new features but hadn't yet looked into them. You did all the work and saved us the trouble. I'm glad I read what you wrote.
Well done. Thank you.
Joy!
Bruce
Thank you. Iâm glad I could help.
Iâve been meaning to write an article somewhere that touched on some more of the technical details besides hereâs how you enable the feature and set it up.
That is why I wanted to talk about some of the behind-the-scenes details that Iâve noticed while using the feature for the last three or four years or so.
You should really try mixing Dolby Atmos music in logic Pro with that awesome set up of yours. If youâve got any other questions, please feel free to ask.
PS,
I will probably write an article on mixing Dolby Atmos Music in logic Pro, but Iâm gonna be kind of busy today and through the next week, so I will write that as soon as I can.
If you mixed dolby atmos music in logic Pro before, do you think there is anything specific I should mention?
Good question
Hi Levi,
Unfortunately, I have no experience using ATMOS in my studio. I've used a couple different ways to produce surround, but never ATMOS. So far, I've been limited to awe when listening to movies in ATMOS or dts:x.
I really don't know what your own experience might be with ATMOS and/or dts:x, but my advice would be to limit your follow-up blog to your experience,, identifying in passing what areas lie outside your experience.
I do know that surround sound can be approached in basically two ways: object based, or position in the sound field. My guess is that ATMOS and dts:x are object based, adding in the third dimension to immerse the listener far more than simple surround. I also know that ear pods and headphones can simulate surround sound and can simulate ATMOS fairly well -- I've heard them -- but being surrounded by external monitors is definitely superior. There's not much comparison.
Anyway, thanks again, and keep up the great work!
Bruce
Great Guide
Hi Levi and thanks for putting together such a well-rounded guide. I've tried out Apple Music and like it, but I have yet to check out the new audio features. I have an Aftershockz headset so won't be able to take advantage of all of this, but you did a great job. Hopefully in the future this will be available for those of us who currently don't have an Apple Music subscription. Lol perhaps I will sign up for a free trial just to test this out.
An update to iOS 17 personalized spatial audio
Hello everyone, and hereâs an update on iOS 17 and personalized spatial audio. In previous sections of the guide, I mentioned that personalized spatial audio had a boost between 8 to 12 kHz. I mentioned how in beta to it was 90% gone. In beta three, itâs back. I will keep you updated as Betas progress. Right now Iâm using regular spatial audio and it sounds better because of that boost not being there.
If anything changes to regular spatial audio or personalized spatial audio, I will leave it here for everyone to see.
Updates to the guide
Hello everyone,
After nearly 7 months and two weeks of this article getting buried, Iâve updated it with new information that pertains to apples spatial audio.
If you have any questions, please feel free to leave them here.
I know Iâm super late butâŚ
I know Iâm super late to this post but I recently made some discoveries about personalized spatial audio that would probably interest yâall. So first, when you set up personalized spatial audio, the result is not only determined by the shape of your ears but also any detected head motion, and even slight differences in how you move your head from scan to scan may effect the balance of the left, right, back, front, and height channels. With that said, your head motion may also affect which high frequencies are being boosted. Not exactly sure on the logic behind why exactly this happens, but depending on I guess how close you are to the camera during scan and how you position and move your head, you may get anything from a very unnoticeable, almost equal to no boost to a real sharp boost anywhere between 7-13 khz. And for a side note, Idk if this is a bug with iOS 18, but if you do a scan right after restarting your phone, the first time itâll try to do itâs regular processing like usual. However, if right away you do a scan again, no matter how you move your head and how your ears are shaped, youâll keep getting a result consisting of the generic hrtf but with the virtual room of the personalized spatial audio, which honestly does not sound that spatial. At least for me Dolby Atmos feels like dead stereo. So my word of advice would be that if you plan to do a scan for personalized spatial audio, make sure to wait at least 1-2 hours if you just happened to restart your phone. Btw, since you mentioned about the dolby renderer, tidal uses that renderer to stream their atmos content on headphones. I just wish it had head-tracking support.
Wish the Dolby render had head tracking support as well!
Running the iOS 26 beta, but since it is affected by so many things, what do you think is the best way to get a good scan? I'm curious to know what your thoughts are on this. The way I currently scan is that I walk into a room, turn on the light, and place the phone up against a wall, making sure it is at a perfect vertical level, and that the phone is even horizontally. I then complete the scan, and this seems to get pretty good results. is there anything I should change, or anything which might improve the scan, or something that will get rid of the boost between 7 to 13,000 Hz like you mentioned?
PS, I'll try to create a personalized Spatial Audio profile after restarting my phone and see if I can replicate that issue you mentioned.
Also, I have an Apple Music playlist which has several tracks which play audio at distinctive channels which you might find interesting. they are usually used for testing to make sure speakers work within an actual Dolby Atmos setup, but I find them good for testing specific channels for spatial audio. It also has a bunch of other songs in spatial audio that I like to listen to which show it off pretty well. You can check it out here.
let me know your thoughts.
One thing I find interesting is if your device does not support playing back Dolby Atmos, or Dolby Atmos isn't turned on in Apple Music settings, when you listen to the Dolby Atmos test files, they have a generic message about enabling Dolby Atmos with music behind it which the Atmos versions don't have. What's funny about this is When you upload music, most music distributors only except the music if the stereo file is the same length with the same content as the Atmos file. I guess Dolby gets away with this because, well, they're Dolby.
Updates to the guide
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Kind of a hard question there
Tbh Iâm still unable to really figure out what specifically in my head movement got the job dun. I did the scan sitting down, holding the phone a bit less than how far toward the front of me my arm could reach with the top of the phone slightly tilted outward, while turning my head pretty slowly. It took me hella effort to actually get a balanced sound without a lot of the highs being boosted, and I still cannot fully break it down for my self how I got here. But at the end itâs all a matter of how close you hold the phone toward you, how vertical or tilted the phone is, how above or below your head is positioned in relation to the camera, and how wide you turn and tilt your head. The test files are definitely a great tool to have. I bet though they werenât distributed like regular songs since I canât even go to the artist profile. But hey, youâd be surprised if I tell you that there are actually songs on Apple Music where the atmos version is actually like 20 seconds longer than the stereo version. Btw, if you set the dolby atmos setting to always on, and turn spatial audio off, you can hear any non-downloaded music in a 2.0 binaural render without all the spatial audio room tone. Also speaking of atmos Iâm curious, does your apple music also happen to have that bug where atmos songs transition with a short pause right after the song changes? I been trying to find a fix for this for Lord knows how long but no luck.
Great guide, but...
Do you ever miss the days when you could simply put on a pair of all encompassing headphones, and just , enjoy your music without all of this latest tech-trend nonsense? đ
No, they were terrible daysâŚ
No, they were terrible days. Witches were burned. The skies were black with coal smoke. I didn't even know what an avocado was! Dark ages, indeed.
Ye olde days
Pfft, so long as you had your faithful abacus, you were OK. You seem to have survived "the dark ages", so obviously you had your trusty abacus.
On a serious note, Levi, you mentioned that you need a device with Face ID capability in order to do personal spacial audio, but any device can playback personal spatial audio so long as it is an iPhone 7 or later? How does one playback personal spacial audio made on another device?
Or am I misunderstanding this particular argument?