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Firelight Technologies FMOD Studio currently supports Dolby Atmos for PC, Xbox Series X|S and mobile. FMOD can be integrated with both Unity 3D and Unreal Engine, which enables support of spatial audio that is then rendered to Dolby Atmos. FMOD supports a main mix bus of 7.1.4, which is then converted to Dolby Atmos by the Dolby Atmos Renderer. For mobile this is done in the Dolby Atmos plug-in in FMOD.  Note: The FMOD surround panner handles panning on the X/Y axis, while the height slider to the left of the panner is used to control the amount of signal sent on the Z axis to the height speakers vs the ear level speakers.
For PC and XBox Series X|S, the audio designer should select "Surround 7.1.4"  on the Master Track Speaker configuration as the output bus.  The Output mode selection (Edit -> Preferences -> Output Device) should be set to "Windows Sonic" to route spatial audio to the Windows 10 Core OS layer where it is converted to Atmos by the integrated Dolby Atmos Renderer.  To route audio to be spatialized for Atmos, the Output bus should be set to "Surround 7.1.4".
For Atmos Audio Objects, FMOD has an Object panner that interfaces with Object based output modes like Windows Sonic.  On PC and XBox Series X/S the objects are passed through to the Windows 10 Core for conversion to Dolby Atmos objects. For passthrough audio such as music that the designer does not want spatialized, assign the output bus on the individual track to mono or stereo
For mobile, create a submix group bus and apply the Dolby Atmos renderer plug-in as an effect on the signal chain of the bus. The plugin handles converting the 7.1.4 main bus to the 5.1.2 rendering used on mobile phones. There are no separate objects on mobile; they are rendered as part of the bed channels.  Contact for the plug-in. Please refer to the documentation downloaded with the plug-ins for more detail on supported phones, installation and configuration.

Dolby Atmos Documentation

Get more information on:

  • What Dolby Atmos is
  • Studio configuration
  • Signal flow
  • Audio middleware configuration and implementation
Studio Design

Studio Design

Designing your game in Dolby Atmos starts with the setup of your sound studio. This page contains information on bass management, room calibration, and speaker setup.

Set up your studio

How to Set-up Dolby Atmos in FMOD

How to Set-up Dolby Atmos in FMOD

Artistic Considerations

If you are used to designing for stereo or even 5.1 sound, making the jump to Dolby Atmos does require some changes in how you think about sound design. These pages will provide some tips and considerations that may help.

Logos and Guidelines

The Dolby Atmos® logo is available for applicable titles. Here you’ll find access to both the white and black logo and the Usage Guidelines.

We ask that you complete the Dolby Atmos Requirements Form and submit any artwork containing the Dolby Atmos logo for review prior to game manufacturing/distribution.

Please note that this process for obtaining logos does not apply to mobile games. Please email your Dolby contact or fill out the form here if you are working on a mobile title.

Please refer to the following Usage Guidelines for logo parameters, sizing, color palette, and correct usage of Dolby trademarks and technology names.

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