Chosen
in Britain.
Embedded spatial audio, from British audio heritage. XMOS, the British semiconductor company, has named Nsync an official Solution Partner.
In Britain, stereo's first name
was binaural.
The theory of sound was written in Britain, in 1877. In 1931, Alan Blumlein filed a British patent setting out the techniques behind what the world now calls stereo — though the word stereo appears nowhere in it. His own term, used throughout, was binaural. He started from the two ears, not the loudspeaker. Dolby opened in London. The first surround concert was played there. And on NEVE and SSL consoles, generations of the records you know were mixed. British audio is not a chapter in the history of sound. It is the root.
The two words later split — stereo went to loudspeakers, binaural went to headphones. One idea from that root went unfinished: Blumlein's sound, rebuilt at the two ears, had to wait ninety years for the computing to arrive.
It has arrived. It fits inside a chip.
That is what Nsync builds.
The chip inside.
XMOS builds the processor that handles USB audio inside other companies' products — professional interfaces from SSL and Apogee, high-resolution DACs from iFi and Fosi, among others. It is the layer beneath much of what studios and audiophiles listen through.
Nsync's binaural renderer runs on that layer.
One engine adapts to every class of chip.
A microcontroller is the tightest budget in audio, and that is where this ships today. What sets the channel count is the platform, not the renderer. Given a high-performance DSP or a mobile application processor, the same engine separates sources with AI and renders a full sphere — around you, above you, and below. As silicon gains memory and compute, the same engine simply fills the larger space.
Immersion that lasts.
A full sphere of sound, at a level you can listen to for hours.
Nsync's binaural renderer is designed through deep neural network optimization. Neural networks derive optimal transfer functions (NRIR) from a large-scale hyper-BRIR database, distilled to run real-time spatial processing on low-power embedded platforms.
Because that reconstruction preserves density and resolution, the same sense of presence arrives at a lower playback level — and lower levels are what reduce listening fatigue. In gaming, where a session runs for hours, that matters more than peak loudness.
Xphere. Any source becomes spatial.
Virtual surround has always needed a multichannel master to work from. Xphere does not. A deep learning model separates a mono or stereo recording into its parts in real time, and the renderer places each part in space — so material that was never mixed for spatial audio becomes a full-sphere mix.
hyper-BRIR: proprietary patented technology (KR 10-2620761 and others)
You can buy it.
Online and in stores.
Two consecutive generations of consumer products built on Nsync's technology are in commercial distribution — online worldwide, and on store shelves in the United States.
Global online retail
The first consumer product built on this technology — a hi-fi and gaming audio device — sold in over 25 countries through Amazon and other global online channels, and earned top-rated sound quality scores in measurement-based independent reviews.
On US store shelves
The second generation moved into American brick-and-mortar retail, beginning with Best Buy — the largest consumer-electronics specialty chain in the country — as a first-party buy-in, bought and shelved by the retailer itself rather than listed by a marketplace seller.
We communicate through shipped products and measured numbers.
A Grammy Award winner
advises us on sound.