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Dolby Games News

  1. Dolby Atmos

    Ori and the Will of the Wisps

    April 15, 2020 by Kristoffer Larson

    In this three-part series, Kristoffer Larson, Senior Sound Supervisor with Formosa Group, will share some of the technical and creative processes used in the production of Ori and the Will of the Wisps as it relates to spatial audio. In this post he talks about the design intentions and decision-making that lead them to commit to a spatial audio production. 

    In the second installment he will cover the creative and technical methods that were used to create compelling spatial content, and in part three, we will learn about the final stages of the production and how the music, mix, and testing all came together.

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  2. Dolby Atmos

    Spatial Audio and the PS5

    March 20, 2020 by Lori Solomon

    There is a lot of buzz this week about the PS5 and spatial audio after the, "Road to PS5" presentation, and we thought it a great time to share some information about Dolby Atmos for console & PC games.

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  3. Dolby Atmos

    Call of Duty: Modern Warfare

    December 23, 2019 by Lori Solomon

    Call of Duty: Modern Warfare took home the Audio Design Award at the 2019 Game Awards and we recently had the opportunity to speak with Stephen Miller, Audio Director at Infinity Ward and the audio team about the use of Dolby Atmos in their title.

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  4. Dolby Atmos

    Enabling Dolby bitstream pass-through on PlayStation

    March 03, 2015 by Chris Bratveit

    As Dolby Atmos® titles become increasingly available on Blu-Ray™ there is an inherent need to get the content out of legacy playback devices and into Dolby Atmos capable AVRs so that the object-based presentation can be properly decoded. While Dolby Atmos enabled formats are fully backwards compatible with channel-based decoders, the decoding of Dolby Atmos content on a legacy decoder results in a less-than-optimal user experience if the customer has a Dolby Atmos capable AVR downstream from the playback device.

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