Playback of Atmos

This is just a thought, but I believe that if Roon were to be able one day play Atmos, then it probably would have to be a Atmos container only and the ability of up sampling of a stereo file to Atmos would not be able to exist which means that I would be in the same boat with limited content to play. It would be either be from Tidal or what I have ripped.

Similar to MQA, the container is provided to the online streaming providers just like Atmos is being provided with the overhead object content.

–MD

There are different atmos setups, I’m guessing that Room size would dictate which would be best, like a smaller room might be overkill for a 7.1.4 setup. I’ve left multi-channel off my radar until I re-locate to a new home, but, will be curious to see what you do.

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How is this obvious? I don’t think so.

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I have a Smyth Realiser A16 too and I love it. However, I would hesitate to recommend it because it is very expensive, a lot of users have needed repairs, and the company is on very shaky financial footing. I think it is very likely that other solutions will come along pretty soon. The virtualization in the Apple Air Pod Pro from an Apple TV, which not nearly as good, can still be fairly satisfying. Rumor has it that Apple used the BBC Room from the Smyth.

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Poor choice of words, perhaps. I think @Nick makes some useful points about the A16. If course, it depends on the use case.

I would like an Atmos speaker solution, not headphones.

If you haven’t checked it already, AVS Forum may be a better resource for finding out what Atmos setup might suit your needs.

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I spoke too soon. I think a decent Dolby Atmos setup is more money than I want to spend. I’m now debating subscribing to Apple Music to send Atmos from my Apple TV 4K to Apple AirPods Max. Tidal works but not real Atmos.

Verizon offers Apple Music for $11 per month and Apple Music Family for $10 per month. Does anyone know if there are any negatives associated with saving a dollar and subscribing to Family?

EDIT: I subscribed to Apple Music Family for $10 per month. I’ll decide in a month or so if I should drop Apple Music or Tidal. Qobuz gives me the same library and Apple Music gives me more Atmos, so I don’t really need Tidal any longer.

I think my Atmos search is over. I have subscribed to Apple Music Family for $10 and can play Atmos from my 3 Apple devices to my wireless AirPod Max headphones. For higher resolution I have a USB C cable from the iPhone 17 Pro Max to Mojo 2 with wired Sony WH-1000xm3 headphones and Focal Clears.

EDIT: I think Tidal’s days are numbered.

EDIT2: Apple Music Atmos on my iPhone works well with my Audio Quest Dragonfly Cobalt also. So, I’m good for walking Lucy with Atmos.

PURE BLISS :double_exclamation_mark:

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As an example of how good this sounds, I’m listening to cello music. Bach: The Cello Suites. That’s something I’ve never done before. :+1:

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Its cool that Apple provide an atmos binaural ā€œdownmixā€ through the USB-C port in iPhone and iPad devices. They are more picky about bluetooth headphones. With those, the atmos binaural signal is only available on Apple headphones. Non apple ones get plain stereo.

In my view Tidal has the better binaural renderer than apple, and Tidal’s works with any headphones. They are headphone brand agnostic. This is an advantage they have over apple music. However Tidal’s catalogue of classical is abysmally small vs. apple’s.

The reason for Tidal’s better binaural rendition is their use of AC4 and IMS (immersive audio profile). Gemini summarizes the differences as follows:

The core difference is where the 3D processing happens: Apple sends you the ā€œrawā€ 3D data and lets your device do the math, while Tidal sends you a pre-calculated ā€œbinauralā€ version.

1. Apple Music: Dolby Digital Plus (with JOC)

Apple uses DD+ JOC (Joint Object Coding). This is the same format used by Netflix and Disney+.

  • How it works: It’s a 5.1 or 7.1 surround sound ā€œbedā€ with extra metadata that contains the ā€œobjectsā€ (like a vocal hovering above your left shoulder).

  • The Device’s Job: Because the file contains the 7.1.4 speaker data, your iPhone/iPad has to use its own internal ā€œApple Spatial Rendererā€ to downmix those speakers into the two channels of your headphones.

  • The Result: This allows for Dynamic Head Tracking. Because your phone is doing the rendering in real-time, it can shift the audio virtual speakers as you move your head .

2. TIDAL: Dolby AC-4 (IMS)

Tidal primarily uses Dolby AC-4 (specifically the IMS or Immersive Stereo profile) for headphone user s

  • How it works: This format is ā€œPre-Binauralized.ā€ Instead of sending 12 channels of speaker data, the file is already encoded as a 2-channel stream that includes the binaural cues (timing and frequency shifts) created by the engineer during the mastering process.

  • The Device’s Job: Very little. Your device just decodes the AC-4 stream and plays it. It doesn’t need to ā€œcalculateā€ where the sounds are; the file already ā€œsoundsā€ 3D.

  • The Result: This often sounds more accurate to the artist’s original intent because it uses the specific binaural settings the mixing engineer chose, rather than Apple’s ā€œone-size-fits-allā€ spatial algorithm. However, it does not support head tracking on Tidal.

So the difference is ā€œcreated by the engineer during masteringā€ for Tidal vs. Apple’s generic binaural downmixer.

Thanks Claude. My ears prefer Apple vs Tidal. I may drop Tidal since I have Qobuz for Roon. I use both Apple Airpods Max and Sony WH-1000Xm3 headphones with Dragonfly Cobalt. I’ve never tried the head tracking and probably never will.

Actually, they probably sound about the same. I like using Apple Music with my Apple AirPods Max. With my wired Sony headphones, I use both Apple Music and Tidal.

I’m in exactly the same situation.

I recently saw the MD of Qobuz talk about why they aren’t offering Atmos yet:

https://www.reddit.com/r/audiophile/s/LU6spDZr0W

He mentioned an upfront cost, I assumed this would apply to Roon if they were to integrate it. I got curious and tried to find out a bit more about Dolby’s business model / approach. Tldr; it’s poison.

First of all, Dolby charge platforms an upfront fee just to have the privilege of using the technology (https://www.sec.gov/Archives/edgar/data/1308547/000130854725000007/dlb-20250926.html)

They charge royalties and usage fees (https://www.sec.gov/Archives/edgar/data/1308547/000162828017011633/a10-kfy17.htm)

Anyone who submits Atmos files HAS to go through an ā€œapproved distributorā€, who are no doubt more expensive than regular ones (https://itunespartner.apple.com/music/support/5216-delivering-dolby-atmos-audio).

On top of all those fees, barriers and steps Dolby then ALSO requires the platform to submit to the following:

Quality control requirements

Reporting obligations

Being audited

And finally, the icing on the cake, they have to approve your implementation which means technology access.

(https://www.reuters.com/legal/litigation/dolby-sues-roku-over-technology-streaming-software-2024-08-01/).

If all that wasn’t enough, they also kick artists while they are down by having surcharges applied to uploading it Atmos (https://support.tunecore.com/hc/en-gb/articles/10511913953812-How-Do-I-Upload-Dolby-Atmos-Audio-to-Apple-Music)

DistroKid $26.99/track, TuneCore £15.99/track, AvidPlay $49.99/year.

They also charge for the mixing software and other tools.

All of the above takes place in a market where artists are making no money and most streaming platforms are unprofitable.

While the format tech wise is cool, this (in my opinion) is absolutely gross.

Evidently, not too gross for Apple Music and Tidal. Supply and demand will prevail as always.

But even the most budget Blu‑ray player handles Atmos like it’s nothing.

Apple Music do NOT have a Dolby Atmos license. They use their own proprietary Spatial Audio decoder. Probably to avoid license costs

I guess we don’t know why. Maybe they like their Spatial Audio decoder better. I think I do, at least on AirPods Max and Apple TV 4k.

Apple promote the hell out of Atmos and yet they aren’t licenced to play it?

Apple are licensed with Atmos and adhere to Dolby’s requirements, enforcing them via their platform:

The confusion comes from the fact that Apple when rendering Atmos uses its own spatial playback method, developed by Apple and not Dolby.

Apple still had to pay upfront licensing to Dolby and they still pay royalties to Dolby. Apple has actually launched an incentive to increase the amount of Dolby licensed music on its platform:

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