> For the complete documentation index, see [llms.txt](https://pimkb.gitbook.io/pimkb/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://pimkb.gitbook.io/pimkb/preserving-360-video/spatial-audio.md).

# Spatial Audio

Ambisonic formats for audio allow the storage and interpretation of spatial audio data that can provide immersive audio when using [XR hardware](/pimkb/preserving-xr-hardware/introduction.md) like an [HMD](/pimkb/preserving-xr-hardware/head-mounted-display.md#head-mounted-displays).

Spatial audio can be generated across a variety of production software, depending on the target media type e.g.:&#x20;

* Game Engine plugin (e.g. [Wwise](https://www.audiokinetic.com/fr/products/wwise/) for [Unreal Engine](/pimkb/preserving-3d-software/game-engines/unreal-engine.md) and [Unity](https://unity.com/)).
* Digital Audio Workstation (DAW) supporting plugins e.g. the [IEM Plug-in Suite](https://plugins.iem.at/) is free and open-source audio plugin suite including ambisonic plug-ins (up to 7th order).
