AVS Forum banner
  • Get an exclusive sneak peek into our new project. >>> Click Here
  • Our native mobile app has a new name: Fora Communities. Learn more.

Is Dolby Atmos practical for music? How do you listen to music in spatial or in surround sound?

8917 Views 24 Replies 17 Participants Last post by  MagnumX
I wonder how practical Dolby Atmos is for music. When people watch TV shows and movies, and play video games, they face a screen, so sound can be designed such that the actors' voices mostly come from the center, front-left, and front-right speakers. The same thing goes for video recordings of concerts: the sound can be designed such that the singers' voices mostly come from the three front speakers. However, when we listen to music, we're not necessarily facing a screen, so our physical orientation in the room cannot be assumed.
Do Dolby and the audio mixers assume that people who listen to music in Atmos will be sitting in a 'listening room' in which all of their speakers are correctly positioned, and they're sitting in the correct position and facing their center speaker (despite the possibility that their TV isn't even on)? Is this how you in this section of AVSforum listen to music in spatial or in surround sound?
I signed up for both Apple Music and Tidal recently, and I'm only going to keep one of them, so unless I learn about some unbeatable feature that Tidal has, I'm going to cancel Tidal before my free trial period ends, and I'm going to keep Apple Music at least until my free trial period for that ends. I got an Apple TV 4K yesterday, and today I've been listening to music on Apple Music and on Tidal. It's the first time I've listened to music in Dolby Atmos on my 7.2.0 sound system. My receiver has Dolby Atmos and DTS:X decoding, but I don't have height speakers.
1 - 20 of 25 Posts
Everybody's experience is going to be different regarding listening to surround sound or the newer surround formats, Dolby Atmos, DTS X or Auro 3D.
Personally I find most of the time it adds yet another layer or dimension of sound depending on the mix. Your mileage may vary.
In order to fully experience Dolby Atmos or 3-D sound you really need to have height speakers and they should be positioned correctly.
Even for 5.1 or 7.1 surround music, the original mix was intended to be played back on a properly configured setup with the listener in the main seating position.
So to answer your question, yes I sit in the sweet spot. :)
  • Like
Reactions: 1
It just depends on how much of a purist / nerd you want to be about it. The short answer is yes - Atmos is meant for a proper listening room with a minimum 5.1.2 setup. Regarding music however, you don't need overhead speakers to enjoy Atmos music. Yes, you are missing out on the overhead effects, but the surround effect is still awesome, and this is nothing new. Surround mixed music has been around for 20 years or so.

The other neat thing that Atmos music does, is often times the song will be mixed with the vocals heavily favored through the center channel. This completely changes the way a song sounds. BUT - if the Atmos engineer who mixed the album/song sucks, then the overall Atmos effect can be quite underwhelming. Just like a movie, a bad engineer can ruin a movie (Tenet for example). Off the top of my head, in my opinion, about 40% of the Atmos tracks available on Tidal offer a neat Atmos experience that improves the original.

The only huge advantage Tidal has, is you can download the tracks and keep them forever using a third party tool. And the Atmos catalog is quite a bit larger right now on Tidal, but Apple is obviously just getting started. The large catalog is largely pointless though to the new/casual user, because Tidal makes it almost impossible to find Atmos content. You can search my posts, and I have a list of all the Atmos content currently available on Tidal. Only about maybe 5% of it actually shows up in Tidal's Atmos section.
See less See more
However, when we listen to music, we're not necessarily facing a screen, so our physical orientation in the room cannot be assumed.
Listening to an object audio mix in a (home) theater when not seated facing in the right direction would be much the same as doing the same for a movie or in a concert hall or any other space in the world where there are sounds around you, which is to say that the sound should be around you and you can face, sit or stand wherever you want and the sounds should be where they are supposed to be.
Of course it would be silly to not be where the experience is best and for an object audio mix in a (home) theater that's going to be in the main listening position where everything is positioned, configured and calibrated for optimal sound. This is no different from stereo or anything in between.
Steven Wilson't Atmos mix of THE FUTURE BITES sounds great in my object audio capable home theater.

It's the first time I've listened to music in Dolby Atmos on my 7.2.0 sound system.
That .0 indicates that you were listening to "just" a surround mix which was likely 5.1 at most. That's not to say it can't sound awesome even when the signal may be lossy Dolby Digital+ or whatever your streaming service sends over your connection to your receiving device.

The inadequacies of "Dolby Atmos" soundbars, badly configured sound and/or spaces and psycho-acoustic processing of stereo for headphone listening, i.e. with headphones for creatures with two ears, are separate considerations.
See less See more
I only mentioned that I don't have height speakers because I'm simply describing my setup. I'm still getting Dolby Atmos processing; my AVR says that it is getting a Dolby Atmos signal, and reports that it is outputting "Dolby Atmos 7.1", which means that it is still doing object processing. Object processing does not require height speakers. So yes, its still Atmos, and Atmos does not require height speakers. Height speakers would be great, but they're not practical for everyone. I haven't figured out whether my room fits the requirements for ceiling bounce speakers, either.
The presence (or lack thereof) of height speakers or of ceiling bounce speakers is not what I meant to discuss. What I asked was whether Dolby Atmos, and spatial and surround sound in general, is practical for music. I'll rephrase what I said above: when we watch TV shows and movies and play video games we are facing a screen. When we listen to music, however, we're not facing a screen. We might be walking around the room, doing things, Multitasking. Our Dolby Atmos sound system might be playing music, but we're not sitting in the sweet spot. Instead, we're checking our email using the PC in the corner of the room. Not sitting in the sweet spot. Or, we're having a dinner party with family and friends, and everyone's sitting around the room, engaging in small talk. Background music--background music, not loud enough to overpower people's conversations--is playing on the Dolby Atmos system, and no one is sitting in the sweet spot. Maybe a great song comes on, and some people have had a bit too much to drink, and they tell you to turn up the volume so that they can dance. I know that I'm getting really cheesy with this example here. Some people dance, but no one is standing or sitting in the sweet spot.
What I'm asking, is whether Dolby Atmos is impractical for music because it requires that you sit in the sweet spot. You can't sit in the sweet spot while you check your email, unless you do it on a mobile device while you sit in the sweet spot. If your PC is in a corner of the room, then you won't hear the lead singer coming from in front of you; you'll still hear them coming from the front speakers, but your front speakers won't be in front of you. They might be 90 degrees to your left, or they might be behind you, or they might be elsewhere in relation to your PC chair. Likewise, your left-side-surround speaker will still play the audio that it's supposed to play, but you won't hear that audio from the direction that you're supposed to hear it from. Returning to the dinner guests example, who knows where your guests are sitting or standing, and so, who knows what directions they're hearing sound from.
You also probably cannot sit in the sweet spot while you cook dinner. You probably cannot sit in the sweet spot while you do laundry. Music in Dolby Atmos on a home theater system seems to be incompatible with multitasking.
Don't get me wrong; I've enjoyed how music can sound in Atmos. I'm just not sure that the requirement that I sit in a certain spot without moving my head for an extended amount of time, and not multitask, is practical for day-to-day life. Two channel sound is simpler and doesn't require you to sit in the sweet spot. Of course, two-channel sound, similarly to Dolby Atmos, is made better by sitting in the sweet spot with your speakers positioned correctly, but I don't think that two-channel sound requires you to sit in the sweet spot. Lots of people play music on a stereo system on one side of the room, while they do things on the other side of the room.
I suppose that while Dolby Atmos for Headphones doesn't provide as great of a spatial sound experience as Dolby Atmos for home theater, one advantage of Dolby Atmos for headphones is that the listener can multitask. They can walk around while wearing headphones (where it is safe to do so) and get a spatial sound experience.
See less See more
As one of the few people with 4, yes four, Atmos playback systems in my home, and being decades long (like since back in the Quad era) multichannel music aficionado, I have a lot of seat time regarding your question.

As you note, there are various listening modes we all use to enjoy music. As with Stereo, any 'serious' listening is best done from the optimal seating location. So multichannel and Immersive (Atmos et-all) modes don't really change that.
So if you want to really hear how the mixing engineer (and band) want you to hear the sound layering and positioning, you need to sit in the right spot. No different than 2ch.

As for off-center 'casual' listening, it still works, but obviously, the soundfield is not the precise positioning heard when in the MLP. But then, you are not really paying attention to the details of the sound. I still enjoy the music.
However, I rarely do that, as I just sit in the MLP of my custom home theater with my iPad or laptop and do stuff while listening to music (usually Mch or Atmos).

If I'm at my home office desk, I use my Airpods Max to listen to Tidal and Apple music Atmos tracks with Spatial decoding, and that works fine, as I'm not doing critical listening at my desk. But some mixes are good enough to actually distract me, and I'll listen to a track or two with my eyes closed.
Right now, I'm at the laptop on the kitchen bartop laptop, listing to Atmos tracks via the APM.
Same as when I'm moving around the home doing chores or tasks where the noise cancellation (and it's one of the best features) of the APM is helpful. Then mixed types playlists render fine, even Atmos. The sound quality of the APM is pretty high.

I have electrostatic and dynamic headsets that I use with my Smyth Realiser A16 Atmos headphone processor, and the APM is pretty impressive for a device that uses a generic HRTF to do localization in 3D. The Realiser is loaded with a custom measurement of my HT room and my own head, so the Atmos rendering on it is so uncanny (pun intended) I forget I'm wearing a headset after 20 minutes of watching a movie. Music via the A16 is spectacular.

But nothing beats a well setup >5.2.4 system in a dedicated, treated space. The HT is a 5.4.4 with five 6' tall MartinLogan Electrostatic speakers and JBL SCS8 overheads, it's hard to do 'casual' listening in that room.

A more casual room is the media room setup, which is a 5.4.2, but it only has 2 seats, and both are good seats, so even if distractedly listening to Apple Music Atmos tracks via the Apple TV, while browsing on the iPad, immersive music is pretty nice. And if I'm in that room and want more accurate rendering, I fire up the A16 (it's there to enable 'quiet' playback when others are in bed) and slip on the headphones.

Well mixed (see Steven Wilson mastered discography for the best) multichannel and immersive music is one of the best ways to enjoy musical creativity. My tastes are primarily Progressive Rock, so those extended, layered and complex compositions tend to benefit a LOT from spreading out the elements around the listener.
A good example is the recently released re-master of the Gentle Giant - Free Hand album. This had been first released in 2ch, then in Quad, and now (2021) Steven Wilson Atmos mix. And this immersive mix totally opens this very layered sound in ways 2ch or even the old quad mix just can't touch. All variants of the album are on the BluRay, so one can compare them. The Atmos version is the winner by a mile.

But even contemporary music can do some cool things. Yello - Point album is a good example. And even The Weekend - Blinding Lights is very enjoyable in Atmos.

And since Apple Music started supporting Atmos in June, I've been bingeing on all kinds of new immersive music in all the scenarios listed above.
See less See more
  • Like
Reactions: 4
I prefer Auro 3D in my 7.2.4 for music and it isn't really close.

To me it sounds much bigger, beefier than any of the other surround modes. Dts-x and Atmos and the others seem to lack the lows I am looking for when turning it up... The sound gets real thin...although they all sound pretty good at low levels.

Auro 3D requires me to set my atmos up with height speakers instead of top speakers but after switching it around and testing for months I definitely prefer the height speaker/ auro 3D setup better then having top speakers/no auro 3D.

If music is on, it's auro 3d or 2channel stereo for me.
I'm still getting Dolby Atmos processing; my AVR says that it is getting a Dolby Atmos signal, and reports that it is outputting "Dolby Atmos 7.1", which means that it is still doing object processing.
Maybe. There is a 7.1 mix built into every Atmos mix. Recent discussions in the dedicated Atmos thread question whether a 7.1 speaker layout will cause the 7.1 mix to be decoded or whether the entire Atmos mix is decoded only to then downmix it back to 7.1. I wouldn't put complete faith in the front panel display of an AVR to be accurate about the process occurring.
What I asked was whether Dolby Atmos, and spatial and surround sound in general, is practical for music. I'll rephrase what I said above: when we watch TV shows and movies and play video games we are facing a screen. When we listen to music, however, we're not facing a screen. We might be walking around the room, doing things, Multitasking. Our Dolby Atmos sound system might be playing music, but we're not sitting in the sweet spot. Instead, we're checking our email using the PC in the corner of the room. Not sitting in the sweet spot. Or, we're having a dinner party with family and friends, and everyone's sitting around the room, engaging in small talk. Background music--background music, not loud enough to overpower people's conversations--is playing on the Dolby Atmos system, and no one is sitting in the sweet spot. Maybe a great song comes on, and some people have had a bit too much to drink, and they tell you to turn up the volume so that they can dance. I know that I'm getting really cheesy with this example here. Some people dance, but no one is standing or sitting in the sweet spot.
The listening habits you describe shouldn't be projected onto how Atmos music is mixed. Surround music might not have listeners facing a screen, but it is still mixed with a front soundstage in mind AND a listener (mixer) sitting in a sweet spot. To that end, music mixed in Atmos is as practical as music mixed in 5.1 or 7.1. YOU can treat it as background music, but that is not the intent (even 2 channel music wouldn't have carefully crafted soundstage and imaging if the intent was background music).
  • Like
Reactions: 3
my AVR says that it is getting a Dolby Atmos signal, and reports that it is outputting "Dolby Atmos 7.1", which means that it is still doing object processing. Object processing does not require height speakers. So yes, its still Atmos, and Atmos does not require height speakers.
A great way to take an interesting conversation in an undesirable direction is to start off by pointing out how another poster is wrong, so instead I'll note that you are almost completely right.
The data which makes a signal "Atmos" is layered on top of a multi-channel signal which could be encoded as TrueHD (lossless) or Digital+ (lossy), so when your Atmos-decoding AVR sees it, it will proudly announce that it sees the Atmos data, however when the speaker configuration is only multi-channel it will ignore the Atmos data and send the multi-channel output to the speakers. In this case nothing which could be reproduced is lost since only the (non-existent) overhead signals are missing.

What I asked was whether Dolby Atmos, and spatial and surround sound in general, is practical for music.
Yes, it is - by design.
Market penetration, the balance of hardware, firmware and media releases and their cost is a whole other matter.

Your focus on the "sweet spot" seems to miss the distinction I made between ideal and acceptable listening in the two scenarios: a space (such as a room) and headphones.
In the space, the sweet spot is the ideal position for every type of signal from stereo through all the multi-channel options to object audio, but for casual listening it doesn't matter. When I get up from my middle seat in the home theater and go to the adjacent room I am still enjoying listening to the music.
In the headphone it's stereo, no matter what clever digital signal processing (DSP) is happening. Yes, there are headphones with multiple drivers in each cup which claim to deliver a real multi-channel experience. Since I have no personal experience with these I will only suggest looking closely at the entire signal path. I do have experience with "good" headphones and the qualities of soundstage and imaging are what produce the experience of hearing sound in a space, given a stereo signal.

PS. Everything that @JonFo said since he has me beaten in all categories.
See less See more
  • Like
Reactions: 1
In the headphone it's stereo, no matter what clever digital signal processing (DSP) is happening.
You should seek out an opportunity to hear what a Smyth Realiser can do, it is not just some simple signal processing, but complex modeling of room and head transform functions to very accurately render the 3D placement of sounds within a soundstage that has the 'signature' of the room and speakers being modeled.
The effect is best when the Personalised Room Impulse Response (PRIR) is one you measured using the in-ear mics on your own head.

The results are very, very impressive. But the price paid (besides a $4K up-front cost) is massive complexity in setup and capturing PRIRs. I've been in the computing field for 40+ years, and a massive tech and A/V geek who rolls his own active crossovers and designs & builds speakers, but this thing stretched me.

Next closest is the Apple AirPods Max, which do a good job, considering they use a generic Head-Related Transfer Function (HRTF). I hope Apple provides a means of creating a custom HRTF to further increase positional accuracy.

Since we only have two ear canals, a 'stereo' headset does fine, as the immersive positional aspects are in the temporal and frequency cues a device like the A16 or the Apple Spatial audio Atmos decoder does to emulate what happens vs physical sound sources.

Some of the new Atmos mixes coming out now and increasingly over the next few years will have been mastered by mixers using the A16, as it is much cheaper and easier than stuffing a small studio full of speakers. Plus, the A16 lets you load profiles of various large and small venues with multiple types of speaker layouts, even various speaker models. So if they mix for a 7.1.4 target, they can then play it back as a 5.1.2 to verify that the mix still works on a limited setup.
See less See more
  • Like
Reactions: 2
The results are very, very impressive. But the price paid (besides a $4K up-front cost) is massive complexity in setup and capturing PRIRs. I've been in the computing field for 40+ years, and a massive tech and A/V geek who rolls his own active crossovers and designs & builds speakers, but this thing stretched me.
Yeah, that's outside of my price range, and it also sounds like it's outside of what I might have enough patience to set up. :)
Next closest is the Apple AirPods Max, which do a good job, considering they use a generic Head-Related Transfer Function (HRTF). I hope Apple provides a means of creating a custom HRTF to further increase positional accuracy.
I have a Windows 10 PC and an Xbox One S, and I've installed Dolby Access and DTS Sound Unbound on both of them. Dolby Access provides Dolby Atmos for Home Theater and Dolby Atmos for Headphones, while DTS Sound Unbound provides DTS:X and DTS Headphone:X. They use generic HRTF models, though DTS allows users to select a profile for their headphones, so it might customize the sound based on what headphones the user is using. I use a pair of Sony MDR-7506 headphones, and DTS has a profile for those because they're a very common pair of headphones. In addition, DTS Sound Unbound allows the user to select one of two modes: 'balanced' or 'spacious' (spacious makes things sound further away). I've found that for gaming, DTS Headphone:X in 'spacious' mode is better. I don't want to side-track this thread with discussion of games, because the topic of this thread is music, but I just remembered that off of the top of my head.

One advantage that Windows 10 and Xbox have over iOS, iPad OS, and tvOS is that Windows 10 and Xbox have DTS (and also Windows Sonic, which I haven't even mentioned), with customizations. Of course, you can only play content in Atmos from apps that don't support bitstream passthrough if you choose Dolby, otherwise it falls back to 5.1, since many apps don't yet support bitstream passthrough (a new feature), and Dolby doesn't allow Atmos signals to be processed by DTS. You can probably only play content in DTS:X from apps that don't support bitstream passthrough if you choose DTS. I suppose that for apps that support bitstream passthrough, their Atmos or DTS:X bitstreams will pass through regardless. I actually wrote a pseudo-guide about it somewhere on AVSforum.

You can choose which spatial audio renderer (Dolby, DTS, or Windows Sonic, and possibly others that might be in the Microsoft Store) you want to use. iOS, iPad OS, and tvOS, on the other hand, only have Dolby.

But, I've found that Dolby Atmos for Headphones and DTS Headphone:X both place the center speaker very close to my head, as if my nose was pressed right up against my screen, while the front-left and front-right channels are placed far-off to my left and right, respectively. I think that the audio is rendered from the point of view of the camera, whose boundary IS my TV screen's boundary, and that's why the speaker channels are placed where they're placed. The other channels are also placed as if my head was where the virtual camera is. Neither Microsoft nor the game's developers know how far away from my TV my head actually is, so they have to render the audio from the POV of the virtual camera.

Obviously, a real home theater setup is better then all of the virtual spacious sound over headphone setups that I just described. However, the real world has practical limitations--space limits and financial limits--and some of us can't install speakers in the ceiling and also might not have ceilings that are optimal for ceiling bounce speakers. Headphones aren't affected by the characteristics of our ceilings, or whether or not we have speakers there, so that is one advantage of headphones over home theater speakers.

Since we only have two ear canals, a 'stereo' headset does fine, as the immersive positional aspects are in the temporal and frequency cues a device like the A16 or the Apple Spatial audio Atmos decoder does to emulate what happens vs physical sound sources.
I will consider any headphones that place multiple drivers around my head to be snake oil, until someone proves that they are actually better than stereo headphones being fed sound that has been HRTF-processed.

The listening habits you describe shouldn't be projected onto how Atmos music is mixed. Surround music might not have listeners facing a screen, but it is still mixed with a front soundstage in mind AND a listener (mixer) sitting in a sweet spot. To that end, music mixed in Atmos is as practical as music mixed in 5.1 or 7.1. YOU can treat it as background music, but that is not the intent (even 2 channel music wouldn't have carefully crafted soundstage and imaging if the intent was background music).
Your focus on the "sweet spot" seems to miss the distinction I made between ideal and acceptable listening in the two scenarios: a space (such as a room) and headphones.
In the space, the sweet spot is the ideal position for every type of signal from stereo through all the multi-channel options to object audio, but for casual listening it doesn't matter. When I get up from my middle seat in the home theater and go to the adjacent room I am still enjoying listening to the music.
So, I get that music in Atmos--and also music in stereo--is optimized for critical listening. I just wonder how many people can sit in a listening room or in a home theater and listen critically, and out of those people, how many of them spend much time doing that. I not sure that I'm able to do that without having something else to do, such as doing something on my phone or on my tablet. I also get that I can listen non-critically by doing other things and moving around the room or around the house while listening, and I'll still be hearing the music, it's just that the sound won't be optimized. What I wonder, is how whether music in stereo would be BETTER for multitasking while moving around the room or around the house, than music in Atmos. Will I miss MORE acoustic information by not sitting in the sweet spot with Atmos, than I would with stereo?
See less See more
There is a sweet spot for stereo too.

IMO you are way over thinking this ‘issue’ of yours.
  • Like
Reactions: 3
The data which makes a signal "Atmos" is layered on top of a multi-channel signal which could be encoded as TrueHD (lossless) or Digital+ (lossy), so when your Atmos-decoding AVR sees it, it will proudly announce that it sees the Atmos data, however when the speaker configuration is only multi-channel it will ignore the Atmos data and send the multi-channel output to the speakers. In this case nothing which could be reproduced is lost since only the (non-existent) overhead signals are missing.
Actually, the overhead content is indeed included in a down mix. (Though can be attenuated at the mastering engineers' discretion)
Actually, the overhead content is indeed included in a down mix. (Though can be attenuated at the mastering engineers' discretion)
Thank you for the correction and glad to be wrong about that.
From your parenthetical I infer that the resulting downmix is not specifically a matter of the (Atmos-decoding) AVR's capabilities, but how the Atmos encoding on the media should (must?) be reproduced in a "surround" speaker configuration.
From your parenthetical I infer that the resulting downmix is not specifically a matter of the (Atmos-decoding) AVR's capabilities, but how the Atmos encoding on the media should (must?) be reproduced in a "surround" speaker configuration.
Sorry for the late reply. Right. The overhead signals are included included in the downmix and the mastering engineer only has the option to trim the volume levels of surround and overhead signals in the downmix. (the automatic default setting, which I suspect most will use is -3.0db) Even if an AVR might somehow ignore this meta, it does not appear you can remove the heights and surrounds from the Atmos downmix even if you wanted. (though attenuation of these signals can go as low as -12db, which would certainly make them less audible.)
I sit in the sweet spot when using Dolby Surround in my 5.2.4 setup. I am much more impressed with what it can do with a stereo signal than the older DPLllx. If I am not in the sweet spot I usually listen in stereo.
A great way to take an interesting conversation in an undesirable direction is to start off by pointing out how another poster is wrong, so instead I'll note that you are almost completely right.
The data which makes a signal "Atmos" is layered on top of a multi-channel signal which could be encoded as TrueHD (lossless) or Digital+ (lossy), so when your Atmos-decoding AVR sees it, it will proudly announce that it sees the Atmos data, however when the speaker configuration is only multi-channel it will ignore the Atmos data and send the multi-channel output to the speakers. In this case nothing which could be reproduced is lost since only the (non-existent) overhead signals are missing.
Atmos functioning is in no way dependent on height/overhead speakers being present. You can have a 24.1.0 configuration and it will most certainly render objects with Atmos.

Where a given AVR/AVP uses the existing 5.1 or 7.1 mix and where it renders to a given configuration us up to the processor. My Marantz 7012 uses the existing mix for 5.1, but rendering for 7.1. Atmos in streaming is usually 5.1 base only so to get 7.1 it has to decode.

This is easy to verify with the Dolby 5.1 MP4 Atmos demos. They will render 7.1 perfectly fine from the 5.1 tracks here and sound virtually indistinguishable either way. If you use 5.1 + FW (Like my Marantz 7010 can do), it will need Atmos decoding to properly render the Front Wide speakers even with zero overhead speakers.
So, I get that music in Atmos--and also music in stereo--is optimized for critical listening. I just wonder how many people can sit in a listening room or in a home theater and listen critically, and out of those people, how many of them spend much time doing that.
I listen to Atmos (or upmixed) music in my theatre. I spend way too much time doing so.
I know this because the room is out of action and I have managed to catch up on 3 years worth of chores I haven't done while I have been listening to music :)
As one of the few people with 4, yes four, Atmos playback systems in my home, and being decades long (like since back in the Quad era) multichannel music aficionado, I have a lot of seat time regarding your question.

As you note, there are various listening modes we all use to enjoy music. As with Stereo, any 'serious' listening is best done from the optimal seating location. So multichannel and Immersive (Atmos et-all) modes don't really change that.
So if you want to really hear how the mixing engineer (and band) want you to hear the sound layering and positioning, you need to sit in the right spot. No different than 2ch.

As for off-center 'casual' listening, it still works, but obviously, the soundfield is not the precise positioning heard when in the MLP. But then, you are not really paying attention to the details of the sound. I still enjoy the music.
However, I rarely do that, as I just sit in the MLP of my custom home theater with my iPad or laptop and do stuff while listening to music (usually Mch or Atmos).

If I'm at my home office desk, I use my Airpods Max to listen to Tidal and Apple music Atmos tracks with Spatial decoding, and that works fine, as I'm not doing critical listening at my desk. But some mixes are good enough to actually distract me, and I'll listen to a track or two with my eyes closed.
Right now, I'm at the laptop on the kitchen bartop laptop, listing to Atmos tracks via the APM.
Same as when I'm moving around the home doing chores or tasks where the noise cancellation (and it's one of the best features) of the APM is helpful. Then mixed types playlists render fine, even Atmos. The sound quality of the APM is pretty high.

I have electrostatic and dynamic headsets that I use with my Smyth Realiser A16 Atmos headphone processor, and the APM is pretty impressive for a device that uses a generic HRTF to do localization in 3D. The Realiser is loaded with a custom measurement of my HT room and my own head, so the Atmos rendering on it is so uncanny (pun intended) I forget I'm wearing a headset after 20 minutes of watching a movie. Music via the A16 is spectacular.

But nothing beats a well setup >5.2.4 system in a dedicated, treated space. The HT is a 5.4.4 with five 6' tall MartinLogan Electrostatic speakers and JBL SCS8 overheads, it's hard to do 'casual' listening in that room.

A more casual room is the media room setup, which is a 5.4.2, but it only has 2 seats, and both are good seats, so even if distractedly listening to Apple Music Atmos tracks via the Apple TV, while browsing on the iPad, immersive music is pretty nice. And if I'm in that room and want more accurate rendering, I fire up the A16 (it's there to enable 'quiet' playback when others are in bed) and slip on the headphones.

Well mixed (see Steven Wilson mastered discography for the best) multichannel and immersive music is one of the best ways to enjoy musical creativity. My tastes are primarily Progressive Rock, so those extended, layered and complex compositions tend to benefit a LOT from spreading out the elements around the listener.
A good example is the recently released re-master of the Gentle Giant - Free Hand album. This had been first released in 2ch, then in Quad, and now (2021) Steven Wilson Atmos mix. And this immersive mix totally opens this very layered sound in ways 2ch or even the old quad mix just can't touch. All variants of the album are on the BluRay, so one can compare them. The Atmos version is the winner by a mile.

But even contemporary music can do some cool things. Yello - Point album is a good example. And even The Weekend - Blinding Lights is very enjoyable in Atmos.

And since Apple Music started supporting Atmos in June, I've been bingeing on all kinds of new immersive music in all the scenarios listed above.
Sucks you cant get lossless audio quality with air pods

I cannot get use to hearing music in the ceiling.
  • Like
Reactions: 1
1 - 20 of 25 Posts
This is an older thread, you may not receive a response, and could be reviving an old thread. Please consider creating a new thread.
Top