Architecting Immersion: The Physics of Reflected Sound and Dolby Atmos

Update on Dec. 20, 2025, 1:44 p.m.

True immersion in audio is not about loudness; it is about geometry. In the natural world, sound is omnidirectional. A thunderstorm is not heard merely “left” or “right”; it is heard above, around, and through the listener. Recreating this spherical soundscape in a confined space, using a single device, relies on manipulating the laws of reflection and the idiosyncrasies of human perception. This is the domain of computational audio and beamforming physics.

The transition from channel-based audio (5.1, 7.1) to object-based audio (Dolby Atmos) represents a shift from “where the speaker is” to “where the sound is.” Devices like the OXS Thunder Pro utilize a 5.1.2 configuration to physically manifest this data, using the room itself as an extension of the speaker cabinet.

OXS Thunder Pro Lifestyle Setup

The Height Vector: Up-Firing Physics

The “.2” in a 5.1.2 system refers to the height channels. In a dedicated home theater, these are speakers physically mounted on the ceiling. In a compact soundbar, this effect is achieved through Up-Firing Drivers.

These drivers are angled precisely to fire sound waves toward the ceiling. The ceiling acts as an acoustic mirror. If the angle of incidence equals the angle of reflection, the sound wave bounces off the hard surface and arrives at the listener’s ears from above. To the brain, which processes the delay and spectral filtering of the sound, the origin point appears to be the ceiling, not the soundbar on the desk.

This technique, however, requires a specific environment. It relies on a flat, reflective ceiling. Acoustic foam or popcorn textures can scatter the wave, diminishing the effect. This interplay between hardware and environment highlights a key principle of modern audio: the room is part of the system.

Passive Radiators and the Bass Equation

Generating convincing low frequencies (Bass) in a slim enclosure is a fluid dynamics challenge. Bass requires moving large volumes of air. A small sealed box resists this movement due to internal air pressure. A ported box allows movement but introduces “chuffing” noise and typically requires a larger volume.

The engineering middle ground is the Passive Radiator. The OXS Thunder Pro employs four of these. A passive radiator is essentially a speaker cone without a magnet or voice coil. It is driven not by electricity, but by the changing air pressure inside the cabinet caused by the active woofers.

When the active woofer moves back, it compresses the air, pushing the passive radiator out. This system effectively doubles the radiating surface area for bass frequencies without the electrical power demand or enclosure size of a massive subwoofer. It allows for deep, resonant lows—critical for the “rumble” of an engine in RAC mode—without the “boomy” resonance of cheap ported designs.

DSP: The Brain of the Operation

Raw physics provides the capability, but Digital Signal Processing (DSP) provides the control. Modern gaming audio is dynamic. The needs of a First-Person Shooter (FPS) are diametrically opposed to a Racing Sim (RAC).

  • FPS Mode: Prioritizes transient response and high-frequency detail (footsteps, reloads). The DSP compresses the dynamic range, lifting quiet sounds so they aren’t lost in explosions.
  • RAC Mode: Prioritizes low-frequency saturation and dynamic range. It allows the engine roar to dominate the spectrum, utilizing the passive radiators to their limit.

This software-defined tuning allows a single set of hardware to act as a chameleon, adapting its acoustic signature to the specific “Object” data provided by the game engine.

Connectivity Ports and Back View