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.

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
01 / Capture
Record the space.
Position ZM-1S arrays across the scene and capture every array simultaneously.
02 / Synchronize
Align the perspectives.
Synchronize the recordings and retain each microphone’s position in the layout.
03 / Convert
Prepare the sound fields.
Convert raw multichannel recordings to third-order Ambisonics B-format.
04 / Render
Follow the listener.
Interpolate the sound field as the listener moves, then decode for playback.

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.

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

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.

NAVIGABLE VR / 30 ARRAYS
Poznań Philharmonic Orchestra
Move through a recorded orchestral scene and hear the perspective change as you approach different musicians.

MULTI-POINT 360° CONCERT
Jordan Rudess & Friends
Experience the Dreamland Studios performance from multiple camera and spatial audio viewpoints.

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 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.