Currently building a Unity demo project using FMod to play audio thru a Dolby ATmos hardware & speaker
How do I get FMod to output in Dolby Atmos? Right now I am only seeing a multi-channel output.
Or do I need to pre-encode the audio in Dolby Atmos?
FMOD 1.10 fully supports spatial audio up to 7.1.4 channel based (static bed) without any extra plugins or libraries, plus dynamic object support via object panner.
To enable support on windows, you will have to set the output mode in fmod to FMOD_OUTPUTTYPE_WINSONIC
Dolby currently require you to sign a LULA (limited use license agreement) to get access to the atmos encoder, if you wrote to email@example.com they should be able to get it to you. It is a dll that drops in with your executable. In unity it would go in with the fmod dll in the plugins folder.
Is this still the case after the windows 10 Creators update and FMOD Studio 1.10.03?
I have “dolby atmos for home theater” configured and working with the dolby access and Microsoft ATG demo apps.
I want to play 7.1.4 (un-encoded) content in FMOD studio. I have windows sonic as the device and windows sonic audio output in Audio preferences. I have 7.1.4 in and Out meters, and I get Dolby Atmos showing on my Home Theater Processor, however I only get audio from the Bed (7.1) channels.
The meters show the audio in Height channels but no sound comes from the speakers (only the Bed speakers have sound).
I get the same results using Windows Sonic for Headphones, – no sound from the height channels.
However the objectpan.exe example DOES work with all 12 channels.
Thanks for the log, unfortunately I cannot see why the height channels aren’t working for you. If you are seeing audio in the height channel meters in Studio on the output of the master bus then 12 channel content is making it to the SoundCard interface. I can see from your logs you are running WinSonic without error, 0 spatial objects usually means you are running something else that is using the dynamic (object panner) objects, however normal 12 channel bed should work.
As a test could you try modifying the ObjectPanner example to call lowLevelSystem->createSound and provide your 12 audio file, then call lowLevelSystem->playSound on that sound to verify the bed is working correctly?
adding those calls to object panner I get just the bed channels playing (as with studio) but if I play the panned noise/rain that is in all 12 channels (but my music from my file continues to play only in the bed channels). No errors print.
Would it be possible to look at an example 12ch wav file that works for you? Perhaps something in the file header is different between my 7.1.4 authored content and yours?
There is also this comment in the objectpanner source code:
“NOTE! Currently the Atmos output mode requires a dll to be supplied via support.
Atmos access needs to be granted via Dolby first. Write to firstname.lastname@example.org
However the object panner part is working. Do I need another dll to play from a file?
Thanks for doing that test, could you please send us your test wav file at email@example.com and I can debug why it isn’t working.
Regarding the note about Atmos, this is true for our legacy pre-winsonic Atmos support. We had a path that could go directly from FMOD to the hardware, now we go via winsonic. We have a task to remove the old Atmos feature and that note in a coming version.
This has been resolved via support e-mail. It’s important to not use a 3D spatializer when playing 7.1.4 files as it will not distribute the height channels.
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