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Dolby Atmos is supported on Xbox Series X|S. Since the Xbox OS is Windows 10 Core (like PC), Microsoft Spatial Sound is supported as a platform level solution for spatial sound.  The Dolby Atmos renderer is integrated into the OS layer, supporting output over HDMI or Dolby Atmos for Headphone endpoints.
 
Audio middleware such as FMOD and  WWISE write to the Microsoft Spatial Sound Interface (APIs), including ISpatialClient and iSpatialAudiobject.  These enable audio engines to create audio streams that emit audio from a position in 3D space. These are then passed on to the Dolby Atmos Renderer which renders them to a Dolby Atmos bitstream to be passed through HDMI to TVs, home theaters, and sound bars, or to Dolby Atmos for headphones. The audio system settings on the Xbox must be set to Bitstream out and Dolby Atmos to enable the Dolby Atmos Renderer. These settings are found under the General Volume and audio output window in the options, accessed from the Xbox dashboard.
 
For more information on Microsoft Spatial Sound, please refer to https://aka.ms/MSSpatialSound

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

Implementation

Dolby Atmos is enabled on the Xbox Series X|S, Xbox One, Windows desktop (Win32) applications, and Universal Windows Platform (UWP) applications by leveraging Microsoft's Spatial Audio APIs. This allows developers to create dynamic audio objects that move throughout the soundscape using Microsoft's ISpatialAudioClient.

In general, developers using ISpatialAudioClient will do the following to add dynamic audio objects:

  • Create static and/or dynamic audio objects.
  • Feed each object's audio buffer each frame so the system can render it.
  • Update dynamic objects' 3D positions on demand - as frequently (or infrequently) as the app desires.

For more information on using Dolby Atmos with Microsoft's Spatial Audio APIs, see MSDN's entry on Spatial Sound for Developers.

Dolby Atmos for Xbox & Win 10

Dolby Atmos for Xbox & Win 10
Dolby Atmos for Xbox & Win 10 | Part 2
Dolby Atmos for Xbox & Win 10 | Part 3

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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