The place to engineer fully immersive, next-generation sound 

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Thanks to a breakthrough that started at the University of Southampton, our experience of audio for movies, blockbuster series, computer games and even video conferencing is becoming richer and more accessible. The technology our researchers developed in the lab has already begun to impact the mainstream consumer market. 

Hearing is believing  

Marcos pursued his vision to deliver realistic audio sensations for five years with Professor Filippo Fazi at the University’s Institute of Sound and Vibration (ISVR). They used advanced signal processing and an AI-powered algorithm as part of the solution to this extremely complex technical challenge.  

They developed a soundbar that uses an integrated camera to monitor the position of a listener’s head and then sends two precisely directed, real-time adapting, beams of sound to the left and right ears. The result is a 3D audio experience that keeps the listener at the centre of the soundstage, even when they move, delivering an experience that is more natural and authentic than conventional surround sound. 

The dream was to recreate real-life sound sensations – so if you were watching a movie scene on a beach, acoustically you would feel as though you were actually there.

Dr Marcos Simon – former Southampton PhD student, co-founder and CEO of Audioscenic 

This research was based on earlier breakthroughs from the University in ‘noise cancellation’, where a sound wave can be used to cancel out another sound wave – the technology that is used today in noise-cancelling headphones and to cancel out the propellor sounds in the cockpit of small aircraft.  

Lightbulb moment  

“The real change happened when we started combining acoustics and computer vision,” says Marcos, recalling his ‘lightbulb moment’.  

The algorithm he and Filippo were developing that adapts sound to head movements was starting to show promise: “I remember running into the office at about 8pm to tell everyone:  

‘It’s working, it’s finally working!’ That's when I knew we had created a technology that could benefit people’s lives. All I wanted to do was to get it out there to consumers.”  

This set Marcos and Filippo on course to commercialise their research and co-found their spin-out company, originally named Soton Audio Labs, now Audioscenic, in 2017.  

“Future Worlds, the University’s startup accelerator, was extremely supportive in helping us commercialise. They took us to the Consumer Electronics Show in Las Vegas, and our demonstration was judged to be the best there. It showed us that we had something consumers wanted,” says Marcos.  

Since that time, Audioscenic has licensed its technology into consumer products with gaming heavyweights Razer, along with two of the biggest household names in the business, Dell and Acer. The company now employs 50 people globally, with a presence in the USA, China and Taiwan and its base still firmly rooted in Southampton.  

Our mission is to democratise access to spatial audio, enhancing and enriching people’s lives. Launching three products in such a short space of time is something no other new tech company has done, and it's the achievement I’m most proud of.

Dr Marcos Simon – former Southampton PhD student, co-founder and CEO of Audioscenic

Creating career-boosting opportunities  

As well as running their company, Marcos and Filippo are both visiting researchers at the University of Southampton, with ongoing research projects that are continuing to drive the field of spatial sound forwards. They also provide career-boosting opportunities to our students, through sponsorship and internships. 

Francesco is a second-year Southampton PhD student sponsored by Audioscenic. Through his research, he is investigating the limitations of 'cross talk cancellation’, one of the core technologies on which Audioscenic is based. This enables the creation of sound 'beams' that deliver the correct 3D sound ‘image’ to the listener’s ears. He is working on developing improved sound propagation models and proposing compensation strategies to enhance spatial audio reproduction.  

“Working with Audioscenic and the University gives me a valuable opportunity to experience the realities of academic research and gain insight into the inner working dynamics of a successful start-up. This has made me realise that becoming an audio research engineer is what I want to do for a living once I have finished my PhD,” says Francesco.  

Anthony, who is currently in the fourth year of his degree in Computer Science with Artificial Intelligence, is working part-time at Audioscenic having completed an internship with the company.  

He says: “I enjoyed discussing new ideas and solving problems with the team during my internship. I have continued working part-time with the company during my final year, and I hope this experience will strengthen my future prospects.”  

 Audioscenic is a great example of how our University combines its strengths in research, enterprise and education to drive positive change.

All of this was possible due to the combination of research and knowledge that existed in the University at that time, and the future will be today’s young people continuing this progress.

Dr Marcos Simon – former Southampton PhD student, co-founder and CEO of Audioscenic  

Related publications

Jacob Hollebon, Filippo Fazi & Marcos Simon Galvez, 2021, Journal of the Audio Engineering Society, 69(3), 191-203
Type: article
Marcos Simon Galvez, Dylan Menzies & Filippo Fazi, 2019, Journal of the Audio Engineering Society, 67(4), 190-200
Type: article