AudioScenic

AudioScenic

Position-adaptive 3D sound technology without headphones.

HQ location
Southampton, United Kingdom
Launch date
Employees
Enterprise value
$6—8m
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Series A
Total Funding000k
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AudioScenic is an audio technology company that specializes in position-adaptive 3D sound. Founded in 2017 as a spin-out from the University of Southampton's Institute of Sound and Vibration Research (ISVR), the company was established by Dr. Marcos Simón and Professor Filippo Fazi. Their research led to a method of tracking a listener's head location and beaming separate sound waves to each ear from a single soundbar, creating an immersive 3D audio experience that eliminates the traditional "sweet spot" limitation.

The company's core technology, branded Amphi, uses machine learning and computer vision via a standard webcam or sensor to track the listener's position in real-time. This allows the system to dynamically adjust the audio signals through speaker beamforming and cross-talk cancellation, ensuring that the listener receives a consistent and immersive spatial audio experience even when moving. This technology is designed to be integrated into consumer electronics like laptops, gaming soundbars, automotive audio systems, and home entertainment devices.

AudioScenic operates on a B2B licensing model, providing its software solutions to original equipment manufacturers (OEMs) and offering integration and tuning support. The company has established partnerships with major brands in the consumer electronics and gaming industries, including Razer, Acer, Dell, and MSI. Its technology powers products like the Razer Leviathan V2 Pro soundbar, which was the first consumer device to feature AudioScenic's adaptive beamforming and head-tracking AI. The firm's business model involves flexible licensing arrangements, from per-unit royalties to enterprise licenses, supported by engineering teams in the UK and Taiwan.

Keywords: 3D audio, spatial sound, beamforming, head-tracking audio, cross-talk cancellation, immersive audio, automotive audio, consumer electronics audio, gaming sound, soundbar technology, audio signal processing, virtual headphones, position-adaptive audio, loudspeaker systems, user-adaptive DSP, audio software licensing, home cinema audio, advanced audio research, binaural reproduction, audio technology licensing, speaker array processing, computational acoustics, interactive audio, sound virtualization, machine learning audio

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