# 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).


---

# Agent Instructions: Querying This Documentation

If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question.

Perform an HTTP GET request on the current page URL with the `ask` query parameter:

```
GET https://pimkb.gitbook.io/pimkb/preserving-360-video/spatial-audio.md?ask=<question>
```

The question should be specific, self-contained, and written in natural language.
The response will contain a direct answer to the question and relevant excerpts and sources from the documentation.

Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
