The decision guide
Everything in this book converges here. You have a project; the field has a dozen tools; the promise of a field guide is that these two facts meet in minutes, not weeks. This chapter delivers the promise twice: first as questions, then as worked scenarios.
The four questions
Nearly every spatial audio decision resolves from four axes:
1. What's the deliverable — a scene, feeds, or a platform master? If the venue varies or the listener steers: scene (Ambisonics). If one known rig defines the piece: channel feeds. If a commercial platform names the spec: that platform's paradigm, full stop (Chapter 22).
2. Who's listening, on what? One tracked head (VR/binaural), many untracked heads on headphones (Chapter 13's caveats), one sweet seat (XTC territory), or a room of wanderers (arrays; order and decoder choices per Chapters 7 and 12)?
3. Is the material discrete, diffuse, or both? A few precise
foreground sources lean object-wise (panbin~, engine objects, Atmos
objects). Fields, rooms, and weather lean scene-wise. "Both" is the
professional's default answer, and the bed + foreground split (Chapters
9, 21, 22) is the standing solution.
4. What are the budgets? Channel count and CPU (order economics,
Chapter 7), latency (room~'s 53 ms, xtc~'s 512 samples),
licensing (open bus vs. platform), and the scarcest one — setup time in
the venue (Chapter 5's monitor-binaurally-decode-on-site discipline).
Answer four questions, and the scenarios below mostly write themselves.
Worked scenarios
Live electronics set (club/venue, rig varies per gig).
Compose order-3 in Max; master bus per Chapter 15; monitor binaurally
in rehearsal. Per venue: decode~ to the house layout — allrad,
max_re 1 for whatever gappy array exists (Ch. 12) — with Chapter 5's
tape-measure hour. Keep a stereo decode on a fader as the soundcheck
insurance policy. Why not objects/Atmos: no renderer at the club;
the scene decodes anywhere.
Gallery installation, speaker dome, three months unattended. Author in Max with the widgets; exhibit per Chapter 18: Pd headless on a small computer, same objects, decoded to the dome; order 3–4 if the dome is dense (Ch. 7's wandering-audience case for higher order). LFE/subs via W-derived send (Ch. 17). The trap to avoid: composing on the dome. Compose binaurally, calibrate on site.
VR title / 360 video. Foreground as engine objects; world as ambisonic beds authored on your Max production line and delivered as AmbiX WAV (order 1–3 per platform); HMD rotation does the head tracking (Ch. 21). For plain 360 video: order-1 AmbiX + head-locked stereo, injected metadata (Ch. 20). Why not pure scene: foreground sharpness; why not pure objects: the world would cost per-raindrop.
Binaural fiction / podcast drama (headphones, no tracking).
Order-3 scene; magls; room per scene from Chapter 11 (the
externalization stack); featured close voices via panbin~ (Ch. 9's
fork); print per Chapter 20. Favor motion and staging that survive
front/back ambiguity (Ch. 13). Why not Atmos: Dolby's binaural is a
platform render; here you are the renderer and can voice it.
Commercial music release "in Atmos."
The spec answers question 1: author beds + objects against Dolby's
renderer (Ch. 22). Your kit still earns its keep upstream — spatial
sketching, ambience design decoded into the bed, bed2hoa~ for
monitoring object stems binaurally without renderer seats. Keep
stems + trajectories as the archival truth; print Atmos and scene
masters as siblings.
Field recording / documentary sound.
First-order mic per Chapter 19 (craft section verbatim); deliver
scene masters + binaural prints; vmic~ to derive spot mics in post;
hybrid with encoded foreground when the story needs focus (Ch. 7's
recorded-bed pattern).
Concert hall / acousmatic diffusion.
The historical home turf. Scene-based composition; venue decodes
(often the festival provides one — ship AmbiX + README per Ch. 8 and
you are the easiest guest they've had); rehearse spatial gestures
with rotate~/directional~ automation rather than fader-diffusion
alone. Order 3 travels; order 5 if the hall's rig genuinely resolves
it.
A client demo next Tuesday. Chapter 3's patch, your material, twenty minutes, headphones across the desk. Nothing in professional audio demos better per unit effort — which is, after all, how this book got you here.
When the answer is "not Ambisonics"
The guide is only trustworthy if this list is real. Reach elsewhere
when: the deliverable is a named platform spec (author in that
ecosystem); it's stereo/mono content with stereo ambitions (a
great stereo mix beats a reluctant spatial one); the piece is a few
point sources, headphones-only, no future on speakers (direct
binaural per source — even then your panbin~ does it in-family);
the rig is wildly irregular and the material channel-conceived
(a 40-speaker sculpture where each speaker is a voice is
channel-based art — compose it as channels); or latency is king
(sub-5 ms monitoring paths shouldn't detour through convolution
renderers).
The last checkpoint
Four questions — deliverable, listener, material, budgets — then the scenario table; and the honest "elsewhere" list keeps the whole guide credible. You came to this book not knowing what Ambisonics was. You leave with a bus in your patch cords, instruments on it, renders out of it, and — the actual goal — judgment about when it's the right tool. The appendices hold the reference tables and the road onward. Go make something three-dimensional.