Immersive Audio Committee

International Planetarium Society

Immersive Audio
Committee

We study how domes actually sound, publish what we find, and help the people who build, calibrate and mix for them arrive at the same answer.

We hear where we are.

Sound is the first sense that goes into action when we are forming in our mother's womb, and the last sense to go when we die. Our ears do not blink and do not close during sleep.

We hear in all directions. We hear above us and below us. We can tell the distance and size of both a bird and an approaching thunderstorm. In the dark we listen carefully, and we remember well.

In the planetarium, the visuals dominate the senses. But sound is always there, and unlike our visual sense, we cannot turn it off.

From the Sound Experience Survey Report: Fulldome and Planetariums, published by this committee with IMERSA.


What we found

We surveyed the field across four roles: creators, technical operators, facility decision makers and producers. Forty-two practitioners answered.

0%

of audio creators say what they most want is more standards.

0%

of facilities have no dedicated sound engineer.

0%

of operators set show volume by ear. One in five uses a meter.

0%

of facility decision makers name cost as the obstacle to better audio.

Half of the domes surveyed run a 5.1 system. Speaker counts range from six to fifty-eight. Every dome is different, so a mix approved in one room is a different show in the next, and nobody can say whose fault that is. That is the problem this committee exists to close.


How a dome fills with sound

Every layout puts energy into the room differently. Bright is loud, dark is quiet, and the smoother the picture, the more seats hear the same thing.


What we do

Two things. Inform and inspire through listening experiences of the power of immersive sound. And define the requirements on sound and acoustics, and set the standards for healthy sound.

In scope: room acoustics, speech intelligibility, spatial sound quality, music and effects, content exchange, the hardware and software of production and reinforcement, and acoustical immersion.


Guidance

The same specification means three different things depending on where you sit.


Programs

Sound Experience Survey

A study with IMERSA of how audio is produced, presented and distributed in domes, published as a state of the industry report in English, German and Spanish. Still open for responses.

Read the report  ·  Add your answers

Dome Audio Experience Kit

A listening kit for evaluating a venue's sound: guided exercises, a structured question set, and plain language for discussing quality with staff and audiences. Mixed in stereo, 5.1 and Dolby Atmos.

Reference Level

A draft, under committee review: one measurable operating point a dome anywhere could be set to, so a mix approved in one venue is the same show in the next.

See the draft specification

Audio Literacy

Shared vocabulary, guided listening, production orientation and a venue self-assessment guide. Tiered, so an educator and a system designer each find their level.


The committee

Composers, re-recording mixers, tool builders, venue directors and the engineers who calibrate rooms for a living.

Charlie Morrow
Chair · Vermont & Helsinki

Composer and public sound artist. Founder of MorrowSound, holder of patents in True3D and 360° VR sound.

Monica Bolles
Denver, Colorado

Immersive audio artist and engineer, founder of Resonant Interactions, IMERSA board member, co-host of the Immersive Audio Podcast.

Tom Ammermann
Hamburg, Germany

Founder of New Audio Technology and creator of Spatial Audio Designer, released in 2011 before Dolby Atmos existed.

Prof. Thomas W. Kraupe
Founding member · Hamburg

Astrophysicist, former IPS President and founder of this committee. Commissioned Jean-Michel Jarre and Hans Zimmer for the dome.

Pierre Brand
Hamburg, Germany

Managing director of Primetime Studio. Mixes for the dome in both Dolby Atmos and Fraunhofer SpatialSound Wave.

Michael Schumacher
Composer

Multichannel work since the 1980s, fifteen years running a sound art gallery, and time on the wave field synthesis system at TU Berlin.

Michael Perricone
Re-recording mixer

Decades of film and television mixing, latterly in Dolby Atmos and in binaural for VR.

Tim Archer
Canada

Sound designer for giant screen film and themed attractions, and principal at Advanced Listening Systems.

Tomasz Banyś
Poland

Planetarium manager, musician and technician. Brings a working venue's perspective on how festivals recognise immersive sound.

René Rodigast
Fraunhofer IDMT, Ilmenau

From the institute that developed SpatialSound Wave, installed in a number of European domes.

Ian Downie
WORLDS · Cleveland, Ohio

Twenty years building domes, a decade with Vortex Immersion, now distributing fulldome work to more than a hundred venues worldwide.