Sound shaped
around the listener.
Binaural rendering, built on human auditory perception.
Neural Sphere Audio renders native/discrete multichannel content for headphones and earbuds. The renderer models the acoustic cues people use to locate sound, shaping a perceived three-dimensional auditory sphere around the listener.
Sphere describes that listening space. It is not an input format or Ambisonics / spherical-harmonic encoding.
multichannel audio
modeling + binaural rendering
Perceived auditory sphere
Channel configuration, source content and target resources determine the rendering positions available. Explore the technology and configuration family.
One renderer. Software to devices.
The Neural Sphere Renderer can run in applications, media workflows, devices and embedded processing platforms.
Desktop and mobile integrations can provide the compute for additional channels and more complex processing. Embedded integrations adapt the renderer to available compute and memory. Hardware offload moves rendering to the audio device; system requirements are defined for each integration.
SAC is NSYNC’s audio converter in development, powered by Neural Sphere Audio. Product availability and supported inputs will be specified separately. Explore products and development status.
Discrete multichannel and stereo are different inputs.
Choose the rendering path that matches the content and the supported device mode.
Native/discrete multichannel: separately available channels are routed to their defined rendering positions and rendered to a binaural output. Selecting a 7.1 setting alone does not create missing source channels.
Mono or stereo: supported integrations may offer stereo rendering or Xphere source separation and upmixing before binaural rendering. AI-estimated components are generated from the source; they are not the original discrete mix.
Full-sphere rendering: supported upper- and lower-hemisphere configurations extend source placement above and below the listener. Neural Sphere 7.1 describes horizontal surround and LFE; it does not add discrete height channels by itself.
EX-STEREO and Neural Sphere 7.1.
Match the mode to the game’s actual output.
For a discrete 7.1 game output, use a supported Neural Sphere 7.1 path and confirm channel mapping. For stereo output, EX-STEREO can retain a stereo-oriented presentation where available. Legacy device interfaces may label this option FPS mode.
If a game already generates binaural headphone audio, adding another binaural stage can change its positional cues. Compare the supported modes using familiar content and select a single appropriate rendering path.
Routing stereo only to the front left and right of a 7.1 layout changes the virtual source positions; the result depends on the renderer’s layout. It does not turn stereo into a discrete 7.1 source.
Clear capabilities beyond a Virtual 7.1 label.
Virtual 7.1 includes multiple approaches, some using discrete inputs and binaural filters. NSYNC explains its implementation through native/discrete multichannel input, human auditory perception modeling, binaural rendering and full-sphere expansion in supported configurations.
Neural Sphere 7.1 · Neural Sphere 7.1.4 · Neural Sphere 7.1.4.4 · Neural Sphere 7.1.8.8. See what each number means.
Three capabilities. One listening experience.
Neural Sphere Audio
Render native/discrete multichannel sources for stereo speakers, earphones and headphones through the supported playback path, with binaural rendering for two-ear listening.
AI XPHERE
Separate mono or stereo audio in real time, then create and place the estimated source components in a Sphere Audio scene. Vocals, bass, beats and other components can form a new surround arrangement, including user-directed creative placement. This creates a new scene from the mix rather than recovering its original discrete channels.
Intelligent hearing protection
A complementary capability across all source types, alongside multichannel rendering or AI XPHERE. Supported output paths and available protection features are specified for each product.
Build with Neural Sphere Audio.
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