The Power of HOLOPHONIX Available within a Native macOS App

Ready for Use in Live Sound and Studio Applications

Only the Number of Outputs has a Limit

All-in-one Immersive Audio Solution

Object-Based Mixing for a Wide Range of Applications

All Legendary HOLOPHONIX Algorithms Included

True 3D Reverb Engine

Ergonomic Audio Effects

Infinite Loudspeaker Layouts

Binaural Monitoring

Specifications

Requirements
Size:

315.2

MB
Platform:

macOS 10.15 - 14.7

Minimum RAM:

8 GB

Intel/Silicon:

Intel, Apple Silicon

General Information
Current Version: 2.2.2
Release Date: 22/04/2024
Audio Specifications
Audio Channels: 128 in x 16 out redundant channels maximum (depending on the licence charged)
Inputs: 128
Outputs: 16
Sample Rate: 44.1, 48 kHz, 88.2, 96 kHz
Bit Depth: 24 bits PCM
Buffer Size: 32, 64, 128, 256, 512, 1024, 2048 samples
External Control
  • Real-time automation capabilities thanks to the ‘HOLOSCORE’ free plug-in, compatible with any major DAW
  • Compatible with the Open Sound Control (OSC) protocol
Offline Editor
‘HOLOPHONIX Designer’ free offline editor for macOS® and Windows®
Venue 3D
Import 3D: GLB
Export 3D: GLB, STL, OBJ
Object Formats
Ambisonics Stream Inputs: A-Format, B-Format, HOA Stream, Zylia, Eigenmike
Direct to Master: Direct input routing to Master (without spatial algorithm processing)
Quantity of Virtual Sources: Unlimited (user-defined)
Quantity of Spatialization Algorithm Buses: Unlimited (user-defined)
Integrated Algorithms
  • WFS (Wave Field Synthesis) 2D, and 3D
  • HOA (Higher Order Ambisonics) 2D, and 3D, up to 7th order Ambisonics
  • VBAP (Vector-Base Amplitude Panning) 2D, and 3D
  • VBIP (Vector-Base Intensity Panning) 2D, and 3D
  • LBAP (Layer-Based Amplitude Panning) 3D
  • KNN (K Nearest Neighbors) 2D, and 3D
  • Angular 2D
  • Stereo Panning, Stereo AB, Stereo XY
  • Binaural for headphones
  • Transaural for stereophonic loudspeaker system
  • Support of head tracking and SOFA HRTF files for binaural and transaural algorithms
Reverberation
  • 3D-immersive algorithmic reverberation

  • Object-based simulation and independant control on direct sound, early reflections and late reverberation parameter

  • Automatic level option based on source positioning and distance
    Model based on perceptive studies of distance

Processing Options
  • Trim (-80, +30dB) and Level (-60, +12dB) adjustments for sources, buses and master

  • Adjustable delay (0 to >5000 ms) on sources and buses

  • Equalizer and dynamic processing options on each source, bus, reverberation, with eight fully adjustable bands: 4 × Parametric filters (2d order), HPF and LPF filters (Butterworth type), High Shelf and Low Shelf filters available

  • Equalizer available on each audio output (loudspeaker)

  • Loudspeaker gain and delay adjustment on each spatialization bus, individually (with automatic computation mode based on loudspeaker positioning)

Loudspeaker Layout
  • Free loudspeaker positioning to fit any custom loudspeaker layout
  • Outputs can also be configured to standard output formats (for example, to record an automatic downmix of the performance) :
  • Channel-based setup :
    any ITU standard (e.g. 5.1, 7.1, 22.2, etc.), stereo panning, AB/XY microphone simulation for more realistic results, or binaural
  • Scene-based setup :
    higher order Ambisonics from 1st order (B-Format) to very high resolution 7th order, compatible with many decoding software and VR applications such as YouTubeTM VR and FacebookTM 360
Monitoring
Integrated binaural monitoring of the loudspeaker setup
Subwoofers Management
LFE channel with adjustable HPF filter (2nd order IIR filter, 12 db/oct) or user-defined subwoofer bus, using any available algorithm