3D Audio Market Report, by Component Type (Hardware (Loudspeakers, Headphones, Microphones/Mic, Sound Bars, and Others), Software, and Services), by End-use (Personal/In-house (Mobile Devices, Home Theater, and Gaming) and Commercial (Automobile, Cinema, Music, Gaming, VR Concerts, and Others)), and by Region (North America, Europe, Asia Pacific, Latin America, The Middle East, and Africa) - Size, Share, Trends, and Forecast to 2026

  • Published On : Oct 2018 |
  • Pages : 150 Pages |
  • Format : CMI Insight PPT Format CMI Insight PDF Format

Global 3D Audio Market - Insights

3D audio is often used in games or other interactive applications such as cinema and it helps to create a more realistic environment. The 3D audio technology was developed to mimic the real life audio through which the user can differentiate the distance of the sound coming from any direction. When compared to surround audio, 3D audio is a more complex and immersive audio system. It is used to create a more vivid projection of the surrounding environment for the listener.

Global 3D audio market is expected to witness significant growth during the forecast period (2018–2026). The market growth is attributed to continuous advancements in audio technology across various applications in different end-use industries such as cinema, gaming, and VR concerts. Some of the characteristics of 3D audio include volume & attenuation (to give the listener an idea of the distance), panning & direction (to give the listener an idea of direction), and reverberation & acoustics, an idea of the surrounding environment. The 3D audio system manufacturers are continuously trying to make advancements in their products such as 3D sound one module along with the motion tracker in order to give a better quality sound to its customers.

Figure 1. Global 3D Audio Market Share (%), by Region, 2017 & 2026

Source: Coherent Market Insights, 2017-18

Continuous advancements in audio technology is expected drive growth of the market

Advancements in audio technology such as shift from 2D audio to 3D audio is expected to aid in growth of the market. For instance, audio technology was in two dimension earlier i.e. direction above & below and front & rear equally; however, now 3-dimensional audio gives identical differences of distance (from what distance the sound is coming) and difference in direction such as the above/below/front/rear/left/right, which is a new technology for the users. This is being adopted globally for a real sound experience in different applications such as gaming, cinema, VR concerts, and automobile industry.

Two advancements in audio technology in terms of hardware include noise-cancellation and wireless connectivity in professional and consumer headphones and earphones. These technologies have evolved the way people listen to music or use audio devices to communicate.

Figure 2. Global 3D Audio Market Share (%), By Component Type, 2017 & 2026

Source: Coherent Market Insights, 2017-18

Continuous development in the music industry is expected to drive growth of the market

The music industry is continuously evolving with time and there is high availability of instruments and hardware according to the requirement of the user. Increasing demand for audio hardware devices such as headphones and loudspeakers for commercial and personal use is projected to drive the market growth during the forecast period.

Increasing application of 3D audio in gaming industry is driving the market growth

3D audio is largely used in the gaming industry. The gaming and audio software developers are continuously trying to modify the audio effect, which is required in a game, for a more realistic user experience.  Half-life that was released on November 8, 1998 & created by Valve Corporation was one of the first games in the gaming industry that supported 4 channel 3D audio. Game developers are now trying to integrate augmented or virtual reality along with 3D audio in gaming to provide realistic experience for the users.

Some of the key players operating in the global 3D audio market include 3D Sound Labs, Auro Technologies Inc., Comhear Inc., Core Sound LLC (TeraMic), DearVR, Dolby Labs, DTS Inc. (Xperi Corporation), Dysonics, Fraunhofer, Hooke Audio, ISONO Sound, OSSIC, Sennheiser Electronic GmbH & Co., VisiSonics Corporation (Realspace 3D), and Waves Audio Ltd.

3D audio refers to a group of sound frequencies that manipulate the sound produced by stereo speakers, surround-speakers or headphones. It deals with the placement of sound virtually in the three dimensional space. The global 3D audio market is expected to witness high growth, as it is in its innovation stage along with high technological advancements worldwide. The 3D audio system enhances the sound and delivers mixed sound in 3 dimensional direction so that the user can identify the distance and direction from which the sound is coming.

Market Dynamics

The adoption of 3D audio technology by consumers and rising awareness for the implementation of 3D sound in various applications such as cinema, automobile, and gaming is driving growth of the market. High development in the music industry, continuous demand for audio hardware such as headphones for personal use, increasing demand for 3D audio hardware & software in the gaming industry, expanding cinema industry, and emerging trends such as requirement of 3D audio effects in augmented reality & virtual reality devices are driving growth of the 3D audio market, globally. Implementation issues of 3D audio in a virtual room and continuous hearing usage of the headphones might lead to hearing issues for the listener major restraints affecting growth of the global 3D audio market.

Key features of the study:

  • This report provides in-depth analysis of the global 3D audio market size (US$ Mn) and compound annual growth rate (CAGR %) for the forecast period (2018– 2026), considering 2017 as the base year
  • It elucidates potential revenue opportunity across different segments and explains attractive investment proposition matrix for this market
  • This study also provides key insights about market drivers, restraints, opportunities, new product launches or approvals, regional outlook, and competitive strategies adopted by the leading players
  • It profiles leading players in the global 3D audio market based on the following parameters – company overview, financial performance, product portfolio, geographical presence, 3D audio market capital, key developments, strategies, and future plans
  • Companies covered as part of this study include 3D Sound Labs, Auro Technologies Inc., Comhear Inc., Core Sound LLC (TeraMic), DearVR, Dolby Labs, DTS Inc. (Xperi Corporation), Dysonics, Fraunhofer, Hooke Audio, ISONO Sound, OSSIC, Sennheiser Electronic GmbH & Co., VisiSonics Corporation (Realspace 3D), and Waves Audio Ltd.
  • Insights from this report would allow marketers and the management authorities of the companies to make informed decision regarding their future product launches, product upgrades, market expansion, and marketing tactics
  • The global 3D audio market report caters to various stakeholders in this industry including investors, raw material suppliers, hardware manufacturers, software developers, retailers, distributors, service providers, new entrants, and financial analysts
  • Stakeholders would have ease in decision-making through various strategy matrices used in analyzing the global 3D audio market

Detailed Segmentation:

  • Global 3D Audio Market, By Component Type:
    • Hardware
      • Loudspeakers
      • Headphones
      • Microphones/Mic
      • Sound Bars
    • Software
    • Services
  • Global 3D Audio Market, By End-use:
    • Personal/In-house
      • Mobile Devices
      • Home Theater
      • Gaming
    • Commercial
      • Automobile
      • Cinema
      • Music
      • Gaming
      • VR Concerts
      • Others
  • Global 3D Audio Market, By Region:
    • North America
      • By Component Type:
        • Hardware
          • Loudspeakers
          • Headphones
          • Microphones/Mic
          • Sound bars
        • Software
        • Services
      • By End-use:
        • Personal/In-house
          • Mobile Devices
          • Home Theater
          • Gaming
        • Commercial
          • Automobile
          • Cinema
          • Music
          • Gaming
          • VR Concerts
          • Others
      • By Country:
        • U.S.
        • Canada
    • Europe
      • By Component Type:
        • Hardware
          • Loudspeakers
          • Headphones
          • Microphones/Mic
          • Sound bars
        • Software
        • Services
      • By End-use:
        • Personal/In-house
          • Mobile Devices
          • Home Theater
          • Gaming
        • Commercial
          • Automobile
          • Cinema
          • Music
          • Gaming
          • VR Concerts
          • Others
      • By Country:
        • Germany
        • U.K.
        • France
        • Italy
        • Spain
        • Russia
        • Rest of Europe
    • Asia Pacific
      • By Component Type:
        • Hardware
          • Loudspeakers
          • Headphones
          • Microphones/Mic
          • Sound bars
        • Software
        • Services
      • By End-use:
        • Personal/In-house
          • Mobile Devices
          • Home Theater
          • Gaming
        • Commercial
          • Automobile
          • Cinema
          • Music
          • Gaming
          • VR Concerts
          • Others
      • By Country:
        • China
        • India
        • Japan
        • Australia
        • South Korea
        • ASEAN
        • Rest of Asia Pacific
    • Latin America
      • By Component Type:
        • Hardware
          • Loudspeakers
          • Headphones
          • Microphones/Mic
          • Sound bars
        • Software
        • Services
      • By End-use:
        • Personal/In-house
          • Mobile Devices
          • Home Theater
          • Gaming
        • Commercial
          • Automobile
          • Cinema
          • Music
          • Gaming
          • VR Concerts
          • Others
      • By Country:
        • Brazil
        • Mexico
        • Rest of Latin America
    • Middle East
      • By Component Type:
        • Hardware
          • Loudspeakers
          • Headphones
          • Microphones/Mic
          • Sound bars
        • Software
        • Services
      • By End-use:
        • Personal/In-house
          • Mobile Devices
          • Home Theater
          • Gaming
        • Commercial
          • Automobile
          • Cinema
          • Music
          • Gaming
          • VR Concerts
          • Others
      • By Country:
        • GCC Countries
        • Israel
        • Rest of Middle East
    • Africa
      • By Component Type:
        • Hardware
          • Loudspeakers
          • Headphones
          • Microphones/Mic
          • Sound bars
        • Software
        • Services
      • By End-use:
        • Personal/In-house
          • Mobile Devices
          • Home Theater
          • Gaming
        • Commercial
          • Automobile
          • Cinema
          • Music
          • Gaming
          • VR Concerts
          • Others
      • By Country:
        • Northern Africa
        • Central Africa
        • South Africa
  • Company Profiles
    • 3D Sound Labs
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Key Strategies
      • Recent Developments/Updates
    • Auro Technologies Inc.
    • Comhear Inc.
    • Core Sound, LLC (TeraMic)
    • DearVR
    • Dolby Labs
    • DTS Inc. (Xperi Corporation)
    • Dysonics
    • Fraunhofer
    • Hooke Audio
    • ISONO Sound
    • OSSIC
    • Sennheiser Electronic GmbH & Co.
    • VisiSonics Corporation (Realspace 3D)
    • Waves Audio Ltd.

“*” marked represents similar segmentation in other categories in the respective section.

Table of Contents

  1. Research Objective and Assumption
    • Research Objectives
    • Assumptions
    • Abbreviations
  2. Market Purview
    • Report Description
      • Market Definition and Scope
    • Executive Summary
      • Market Snippet, By Component Type
      • Market Snippet, By End-use
      • Market Snippet, By Region
    • Coherent Opportunity Map (COM)
  3. Market Dynamics, Regulations, and Trends Analysis
    • Market Dynamics
      • Drivers
      • Restraints
      • Market Opportunities
      • Regulatory Scenario
      • Industry Trend
      • Mergers and Acquisitions
      • New system Launches/Approvals
      • Value Chain Analysis
      • Porter’s Analysis
      • PEST Analysis
  4. Global 3D Audio Market, By Component Type, 2018-2026  (US$ Million)
    • Introduction
      • Market Share Analysis, 2017 and 2026 (%)
      • Segment Trends
    • Hardware
      • Introduction
      • Market Size and Forecast, 2018–2026, (US$ Million)
        • Loudspeakers
        • Headphones
        • Microphones/Mic
        • Sound Bars
        • Others
    • Software
      • Introduction
      • Market Size and Forecast, 2018–2026, (US$ Million)
    • Services
      • Introduction
      • Market Size and Forecast, 2018–2026, (US$ Million)
  5. Global 3D Audio Market, By End-use, 2018-2026  (US$ Million)
    • Introduction
      • Market Share Analysis, 2017 and 2026 (%)
      • Segment Trends
    • Personal/In-house
      • Introduction
      • Market Size and Forecast, 2018–2026, (US$ Million)
        • Mobile Devices
        • Home Theater
        • Gaming
    • Commercial
      • Introduction
      • Market Size and Forecast, 2018–2026, (US$ Million)
        • Automobile
        • Cinema
        • Music
        • Gaming
        • VR Concerts
        • Others
  6. Global 3D Audio Market, By Region, 2018-2026 (US$ Million)
    • Introduction
      • Market Share Analysis, By Region, 2017 and 2026 (%)
    • North America
      • Regional Trends
      • Market Size and Forecast, By Component Type, 2018–2026 (US$ Million)
      • Market Size and Forecast, By End-use, 2018–2026 (US$ Million)
      • Market Share Analysis, By Country, 2017–2026 (%)
        • U.S.
        • Canada
    • Europe
      • Regional Trends
      • Market Size and Forecast, By Component Type, 2018–2026 (US$ Million)
      • Market Size and Forecast, By End-use, 2018–2026 (US$ Million)
      • Market Share Analysis, By Country, 2017 and 2026 (%)
        • U.K.
        • Germany
        • Italy
        • France
        • Russia
        • Rest of Europe
    • Asia Pacific
      • Regional Trends
      • Market Size and Forecast, By Component Type, 2018–2026 (US$ Million)
      • Market Size and Forecast, By End-use, 2018–2026 (US$ Million)
      • Market Share Analysis, By Country, 2017 and 2026 (%)
        • China
        • India
        • Japan
        • ASEAN
        • Australia
        • South Korea
        • Rest of Asia Pacific
    • Latin America
      • Regional Trends
      • Market Size and Forecast, By Component Type, 2018–2026 (US$ Million)
      • Market Size and Forecast, By End-use, 2018–2026 (US$ Million)
      • Market Share Analysis, By Country, 2017 and 2026 (%)
        • Brazil
        • Argentina
        • Mexico
        • Rest of Latin America
    • The Middle East
      • Regional Trends
      • Market Size and Forecast, By Component Type, 2018–2026 (US$ Million)
      • Market Size and Forecast, By End-use, 2018–2026 (US$ Million)
      • Market Share Analysis, By Country, 2017 and 2026 (%)
        • Israel
        • GCC Countries
        • Rest of the Middle East
    • Africa
      • Regional Trends
      • Market Size and Forecast, By Component Type, 2018–2026 (US$ Million)
      • Market Size and Forecast, By End-use, 2018–2026 (US$ Million)
      • Market Share Analysis, By Country, 2017 and 2026
        • Northern Africa
        • Central Africa
        • South Africa
  7. Competitive Landscape
    • Company Profiles
      • 3D Sound Labs
        • Company Overview
        • Product Portfolio
        • Financial Performance
        • Key Strategies
        • Recent Developments/Updates
      • Auro Technologies Inc.
        • Company Overview
        • Product Portfolio
        • Financial Performance
        • Key Strategies
        • Recent Developments/Updates
      • Comhear Inc.
        • Company Overview
        • Product Portfolio
        • Financial Performance
        • Key Strategies
        • Recent Developments/Updates
      • Core Sound, LLC (TeraMic)
        • Company Overview
        • Product Portfolio
        • Financial Performance
        • Key Strategies
        • Recent Developments/Updates
      • DearVR
        • Company Overview
        • Product Portfolio
        • Financial Performance
        • Key Strategies
        • Recent Developments/Updates
      • Dolby Labs
        • Company Overview
        • Product Portfolio
        • Financial Performance
        • Key Strategies
        • Recent Developments/Updates
      • DTS Inc. (Xperi Corporation)
        • Company Overview
        • Product Portfolio
        • Financial Performance
        • Key Strategies
        • Recent Developments/Updates
      • Dysonics
        • Company Overview
        • Product Portfolio
        • Financial Performance
        • Key Strategies
        • Recent Developments/Updates
      • Fraunhofer
        • Company Overview
        • Product Portfolio
        • Financial Performance
        • Key Strategies
        • Recent Developments/Updates
      • Hooke Audio
        • Company Overview
        • Product Portfolio
        • Financial Performance
        • Key Strategies
        • Recent Developments/Updates
      • ISONO Sound
        • Company Overview
        • Product Portfolio
        • Financial Performance
        • Key Strategies
        • Recent Developments/Updates
      • OSSIC
        • Company Overview
        • Product Portfolio
        • Financial Performance
        • Key Strategies
        • Recent Developments/Updates
      • Sennheiser Electronic GmbH & Co.
        • Company Overview
        • Product Portfolio
        • Financial Performance
        • Key Strategies
        • Recent Developments/Updates
      • VisiSonics Corporation (Realspace 3D)
        • Company Overview
        • Product Portfolio
        • Financial Performance
        • Key Strategies
        • Recent Developments/Updates
      • Waves Audio Ltd.
        • Company Overview
        • Product Portfolio
        • Financial Performance
        • Key Strategies
        • Recent Developments/Updates
    • Analyst Views
  8. Section
    • References
    • Research Methodology
    • About us and Sales Contact

*Browse 60 market data tables and 40 figures on "3D Audio Market - Global forecast to 2026”.

 

Research Methodology

Coherent Market Insights followsa comprehensive research methodology focused on providing the most precise market analysis. The company leverages a data triangulation model which helps company to gauge the market dynamics and provide accurate estimates. Key components of the research methodologies followed for all our market reports include:

  • Primary Research (Trade Surveys and Experts Interviews)
  • Desk Research
  • Proprietor Data Analytics Model

In addition to this, Coherent Market Insights has access to a wide range of the regional and global reputed paid data bases, which helps the company to figure out the regional and global market trends and dynamics. The company analyses the industry from the 360 Degree Perspective i.e. from the Supply Side and Demand Side which enables us to provide granular details of the entire ecosystem for each study. Finally, a Top-Down approach and Bottom-Up approach is followed to arrive at ultimate research findings.


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Coherent Market Insights desk research is based on a principle set of research techniques:

  • National level desk research: It Includes research analysis of regional players, regional regulatory bodies, regional trade associations, and regional organization.
  • Multinational level desk research: The research team keeps a track of multinational players, global regulatory bodies, global trade associations, and global organization.

Coherent Market Insights has a large amount of in-house repository of industry database. This is leveraged as a burner for initiating a new research study. Key secondary sources include:

  • Governmental bodies, National and international social welfare institutions, and organizations creating economic policies among others.
  • Trade association, National and international media and trade press.
  • Company Annual reports, SEC filings, Corporate Presentations, press release, news, and specification sheet of manufacturers, system integrators, brick and mortar - distributors and retailers, and third party online commerce players.
  • Scientific journals, and other technical magazines and whitepapers.

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Preliminary Data Mining

The raw data is obtained through the secondary findings, in house repositories, and trade surveys. It is then filtered to ensure that the relevant information including industry dynamics, trends, and outlook is retained for further research process.

Data Standardization:

Holistic approach is used to ensure that the granular and uncommon parameters are taken into consideration to ensure accurate results. The information from the paid databases are further combined to the raw data in order to standardize it.

Coherent Statistical model

We arrive at our final research findings through simulation models. Coherent Data Analytics Model is a statistical tool that helps company to forecast market estimates. Few of the parameters considered as a part of the statistical model include:

  • Micro-economic indicators
  • Macro-economic indicators
  • Environmental indicators
  • Socio-political indicators
  • Technology indicators

Data Processing

Once the findings are derived from the statistical model, large volume of data is process to confirm accurate research results. Data analytics and processing tools are adopted to process large chunk of collected informative data. In case, a client customizes the study during the process, the research finding till then are benchmarked, and the process for new research requirement is initiated again.

Data Validation

This is the most crucial stage of the research process. Primary Interviews are conducted to validate the data and analysis. This helps in achieving the following purposes:

  • It provides first-hand information on the market dynamics, outlook, and growth parameters.
  • Industry experts validates the estimates which helps the company to cement the on-going research study.
  • Primary research includes online surveys, face-to face interviews, and telephonic interviews.

The primary research is conducted with the ecosystem players including, but not limited to:

  • Raw Material Suppliers
  • Manufacturers
  • System Integrators
  • Distributors
  • End-users

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