Was Dolby Atmos designed purely for a multi speaker set up? so using headphones would be severely limiting the effect?
Bigshot’s “Yes and Yes” answer to your question is incorrect, you really need to ignore him on this matter. For some unknown reason he’s gone off into his own little world of trolling BS regarding Dolby Atmos.
The actual answer to your question is the opposite to Bigshot’s, it’s “No and No”, although the 2nd “No” is qualified.
Atmos is a sophisticated and very clever system with a number of design goals which took Dolby about a decade to develop! To appreciate those design goals you have to understand a bit of history. Up until the advent of the DCP (Digital Cinema Package) Dolby had enjoyed a virtual monopoly on all film sound for a couple of decades. Every theatrical film required a Dolby certified dubbing theatre and of course Dolby charged a fee for certification, plus they also charged a licensing fee to every film mixed in those dubbing theatres. Dolby made a fortune but that all came to an end with digital cinema because the DCP format only allowed film sound using discrete WAVs, it did not support Dolby SR-D (the digital surround used on 35mm film) or Dolby Digital. No more thousands or tens of thousands of dollar licensing fee for each and every single theatrical film made in the world. So, Dolby not only needed a new format that provided a tangible benefit over existing surround formats that was compatible with DCP but also had to be backwards compatible (IE. Support prior formats, 5.1 for example) and be adaptable as a consumer format. This combination of features is what enabled Dolby to dominate/monopolise with both the original Dolby Stereo and then with SR-D/Dolby Digital. Another design goal was to eliminate the problem of filmmakers having to make numerous different film mixes, at least a 5.1 mix, a 7.1 mix and a stereo mix. The result was Dolby Atmos. It is adaptable as a consumer format, IE. A single data stream (ADM file). As well as being compatible with the WAV only requirement of DCP (using Broadcast WAV “chunks” to embedded metadata for location/position/panning). One of the clever parts about this is that a certified dubbing theatre and specific hardware encoder/renderer and decoder is required to create the WAV/DCP files, enabling Dolby to once again charge for certification, charge a licensing fee to film makers and charge the cinemas for a decoder but the ADM file creation only requires modestly priced software, no certification for mixing rooms and no licence fee for content makers, only a license fee for the decoder/renderer chip or software in the receiving device.
So to answer your question: The consumer (ADM) version of Atmos is designed for any consumer speaker setup from a standard stereo (2.0) system up to a 24.1.10 setup, so not “purely a multi speaker setup”. The theatrical version supports setups from 5.1 up to 64 unique speaker feeds. The way this works is fundamentally quite easy to understand, although it requires that you drop the previous way of thinking, which was to associate audio channels with speaker channels. Instead we have audio channels or objects that are assigned co-ordinates in space (in 3 dimensions rather than 2, to accommodate height). These co-ordinates are stored in metadata embedded in the data stream (or embedded in BWAV “chunks” in the case of DCP). The decoder in your device has to be configured for the number and location of your speakers and then maps (“renders”) those coordinates of every audio channel/object to the appropriate speaker or combination of speakers in your particular setup. If you only have two speakers (stereo), then all those coordinates can obviously only be rendered to those two speakers/positions (or anywhere between them).
In the case of headphones though, those 3 dimensional coordinates can be rendered with a binaural algorithm, thereby preserving all that 3d spatial information and indeed certain binaural rendering information can be embedded in the ADM file. So the answer to your 2nd question is also therefore “No”, however there are a couple of caveats:
1. The binaural algorithm in the Dolby renderer (decoder) is based on a single HRTF, so it may or may not work well for you personally, depending on how well your hearing matches (or can acclimatise) to that HRTF. Although it seems possible/likely that Dolby will allow different HRTF options in the future.
2. Dolby’s binaural rendering engine can be bypassed, allowing third parties to implement their own binaural processing. This is a potential caveat because exactly what such a third party binaural processor does is only known to that developer. The developer could take those coordinates and “binauralise” them or might for example instruct the Dolby decoder to render say a 5.1 mix and then “binauralise” that 5.1 mix. Such an implementation would obviously loose the height information and “
would be severely limiting the effect” when using headphones.
G