Object-Oriented Spatial Sound. Immersive on Plain Stereo.
A real-time spatial audio engine for games, XR and 360° film. No special hardware, no ambisonic pipeline. Spatial intent is delivered straight to the standard stereo your audience already listens on.
Today's spatial audio solutions are often:
Stereo remains the dominant listening format worldwide. Yet most immersive systems are not optimized for it. There is a structural gap between spatial ambition and real-world deployment.
SpheriX360 proposes a new decoding logic based on:
Audio elements exist as independent objects in 3D space, allowing for precise spatial manipulation and real-time adjustments.
Spatial imaging that holds up when the mix collapses to ordinary stereo, with no binaural rendering and no special playback chain. It works where your audience already is.
Modular spatial matrix system that adapts to various output configurations without requiring fundamental restructuring.
Engineering decisions serve creative intent, not the other way around. Full parameter access for sound designers.
Instead of adapting creativity to technical constraints, SpheriX360 adapts the decoding structure to creative intent.
This is not an incremental improvement. It is a framework rethink.
A perceptual spatial audio approach designed for stereo playback systems, from headphones to loudspeakers.
Greater coherence between visual perspective and sound positioning. Dynamic audio that follows the viewer's gaze and movement.
Object-driven spatial logic compatible with real-time environments. Low-latency processing suitable for interactive gameplay.
Flexible deployment in stereo-based exhibition systems. Scalable installations from single speakers to complex arrays.
SpheriX360 is structured as a scalable audio framework with potential for:
Open to game studios, audio integrators and sound engineers for early pilots and integration discussions.
SpheriX360 is being developed with long-term structural viability in mind.
We're talking to the people who ship sound:
If you build games, integrate audio engines, or design sound for interactive work, let's talk.
A career designing audiovisual and interactive systems. First in image R&D, with work on the stereoscopic conversion of an animated feature film at Digital Graphics. Then, since founding Miam Miam creative lab in 2010, in demanding real-time contexts: live multicamera direction for the Belgian National Orchestra, Flagey, and the Yehudi Menuhin Festival, alongside exhibition scenography, monumental installations and immersive interactive environments, where image, sound and interaction are designed end-to-end. One conviction runs through all of it: technology must remain a tool serving intent, never the other way around. SpheriX360 extends this line into sound spatialization: an algorithmic engine built for integration and control, rather than to impose a model.
Private demonstrations and strategic discussions are available upon request.