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NAVIGATE YOUR AUDIO

ZYLIA 6DoF

Let your audience step inside the sound.

Create audio experiences that change as listeners move. Combine synchronized ZM-1S microphone arrays with spatial rendering to bring real soundscapes into VR, interactive installations and immersive experiences.

Custom configuration. Quoted for your project.

Real spaces. Multiple perspectives.

Synchronized ZYLIA microphone arrays recording the Papadimitriou trio at McGill University’s Pollack Hall

Capture the scene. Let listeners choose their place in it.

Multi-array recording at McGill University’s Pollack Hall.

  • Make movement meaningful.

    Let every change of position reveal a different listening perspective.

  • Bring real acoustics with you.

    Build immersive experiences from sound fields captured in the original space.

  • Build around your project.

    Choose a microphone layout and workflow that fit your scene and delivery platform.

THE TECHNOLOGY

A new position. A new perspective.

With conventional 3DoF audio, listeners can turn their heads from a fixed position. Six degrees of freedom adds movement through the scene — forward, sideways and vertically.

3 axes of movement

Forward / back · left / right · up / down

3 axes of rotation

Yaw · pitch · roll

Recorded sound. A changing viewpoint.

ZM-1S arrays capture the scene at multiple locations. The renderer interpolates between synchronized Higher-Order Ambisonics (HOA) sound fields, using the listener’s position and orientation to generate the current perspective.

The resulting Ambisonics signal can then be decoded for headphone or loudspeaker playback.

The listener becomes the viewpoint.

Top view · illustrative layout

Illustrative microphone layout and listener positionSix microphone arrays at different recording positions. Overlapping circles represent the sound fields. The highlighted listener can move and rotate within the scene; this is an example, not a required array count.
Microphone arrayListener
Microphone count and placement depend on the project.
  1. 01 / Capture

    Record the space.

    Position ZM-1S arrays across the scene and capture every array simultaneously.

  2. 02 / Synchronize

    Align the perspectives.

    Synchronize the recordings and retain each microphone’s position in the layout.

  3. 03 / Convert

    Prepare the sound fields.

    Convert raw multichannel recordings to third-order Ambisonics B-format.

  4. 04 / Render

    Follow the listener.

    Interpolate the sound field as the listener moves, then decode for playback.

Complete ZYLIA ZM-1S microphone array, stand and timecode cable with additional synchronized arrays in the background
ZYLIA ZM-1S / Ambisonics microphone array

THE HARDWARE AT THE HEART OF 6DOF

ZYLIA ZM-1S. Every perspective, in sync.

Each array uses 19 calibrated digital MEMS capsules to capture a full-sphere sound field. A dedicated timecode input enables synchronization across multiple arrays and with other recording devices.

  • 19

    omnidirectional capsules

  • 3rd

    order Ambisonics

  • 48 / 24

    kHz / bit recording

ZM-1S technical specifications
Capture

19 omnidirectional digital MEMS capsules; third-order Ambisonics

Resolution

48 kHz / 24-bit

Synchronization

3.5 mm jack audio-line timecode input; 2.1 V RMS full scale

Timecode formats

SMPTE 23.98, 24, 25, 29.97, 29.97 DF and 30 fps; general audio

Connection & power

USB 2.0 Micro-B; USB-powered, 5 V DC; maximum 0.5 A / 2.5 W

Capsule frequency range

20 Hz–20 kHz

Capsule dynamic range / SNR

105 dB / 69 dB(A)

Capsule distortion / overload

THD <1% up to 128 dB SPL; acoustic overload point 130 dB SPL

Size & weight, including stand

155 mm high × 103 mm long; 470 g

Mounting & status

1/4-inch internal thread; detachable stand; controllable LED ring

Capsule specifications describe the individual MEMS sensors.

THE SOFTWARE WORKFLOW

From multiple arrays to one navigable experience.

Manage the recording session, prepare the sound fields and connect playback to your listener’s movement.

ZYLIA 6DoF Recording Application showing separate volume meters for multiple microphone arrays

CAPTURE & SYNCHRONIZATION

ZYLIA 6DoF Recording Application

Manage connected ZM-1S arrays from one application and synchronize the recorded takes.

  • Simultaneous multi-array recording
  • Save microphone names and positions
  • Monitor individual arrays and add take notes
ZYLIA 6DoF HOA Renderer integrated in Wwise with virtual microphone controls and B-format assets

SPATIAL RENDERING & INTEGRATION

ZYLIA 6DoF HOA Renderer

Turn synchronized Ambisonics sources into a sound field that responds to listener position and orientation.

  • Up to 30 HOA input signals
  • Real-time interpolation between sound fields
  • Wwise and Max/MSP plugin workflows

Your ZYLIA software suite.

Included with the microphones.

ZYLIA Studio

Record and work with ZYLIA microphone audio.

ZYLIA Studio PRO

Create virtual microphones and shape your recordings in a DAW.

ZYLIA Ambisonics Converter

Convert raw array recordings to Ambisonics B-format.

Platforms & integration requirements
Recording Application

macOS and Linux

Wwise plugin

Windows authoring; runtime SDKs for Windows, macOS, iOS and Android

Max/MSP plugin

macOS and Windows

Game engines

Unity and Unreal Engine workflows through Wwise or Max/MSP integration

Playback

Ambisonics decoding for the selected headphone or loudspeaker output

Plugin and engine versions must be matched to your target platform. Confirm compatibility when planning your system.

APPLICATIONS & REAL PROJECTS

Give your audience a place in the experience.

From virtual stages to acoustic research, use multiple listening perspectives to change how people encounter sound.

  • VR & interactive worlds

    Bring recorded environments into experiences where the sound perspective follows the player.

  • Culture & installations

    Invite visitors into performances, exhibitions and spaces through a navigable listening experience.

  • Research & virtual acoustics

    Capture sound fields at multiple positions for spatial audio studies and scene reproduction.

  • Multi-point 360° productions

    Pair video viewpoints with their own spatial sound perspectives. Viewpoint switching is distinct from continuous 6DoF navigation.

Hear what’s already possible.

Virtual Poznań Philharmonic Orchestra scene with microphone array positions and sound fields

NAVIGABLE VR / 30 ARRAYS

Poznań Philharmonic Orchestra

Move through a recorded orchestral scene and hear the perspective change as you approach different musicians.

Jordan Rudess and Friends performing in the multi-point 360-degree concert recorded at Dreamland Studios

MULTI-POINT 360° CONCERT

Jordan Rudess & Friends

Experience the Dreamland Studios performance from multiple camera and spatial audio viewpoints.

Mercedes GLS interior featured in the seven-array ZYLIA volumetric audio walkthrough

AUTOMOTIVE SOUND / 7 ARRAYS

Inside and around a Mercedes GLS

A binaural walkthrough demonstrates changing sound perspectives inside and outside the vehicle.

YOUR SYSTEM. YOUR SPACE.

Configured for the experience you’re building.

Array count and placement depend on the recording area, desired spatial detail and production workflow. Let’s define the right setup together.

A project-specific number of ZM-1S arrays

Recording, conversion and rendering software

USB, synchronization and monitoring connections

Stands, adapters and transport accessories

Final components and software licences are specified in your quotation.

Example ZYLIA 6DoF configuration with multiple ZM-1S microphone arrays and system accessories

Example configuration shown. Your system is sized for your project.

What will your audience step into?

Tell us about your application, recording space and target playback platform. We’ll help you plan the system and prepare a quote.

BEFORE YOU START

A few practical answers.

How many microphone arrays do I need?

The number depends on the space, microphone spacing and listening area. USB bandwidth, storage and rendering requirements also affect the design. Share your scene layout with us to define a suitable configuration.

Do listeners need a VR headset?

A headset provides tracked movement in VR. Desktop experiences can use keyboard and mouse navigation. For binaural demos, use headphones; the controls and hardware depend on the application.

Can I use existing Ambisonics material?

The HOA Renderer accepts synchronized third-order Ambisonics sources, recorded or synthetic. For navigable playback, you need sound fields at multiple known positions. A single-point recording alone does not provide those additional perspectives.

Where can I find demos and technical documentation?

Explore the demos and research behind navigable audio.

Try a demo

Read technical papers