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3D Audio Market

3D Audio Market (Component: Hardware, Software, and Services; End-use: Personal/In-house and Commercial) - Global Industry Analysis, Size, Share, Growth, Trends, and Forecast, 2021-2031

3D Audio Market Outlook 2031

  • The global 3D audio market was valued at US$ 4.6 Bn in 2020
  • It is estimated to expand at a CAGR of 15.5% from 2021 to 2031
  • The global 3D audio market is expected to reach the value of US$ 22 Bn by the end of 2031

Analysts’ Viewpoint on 3D Audio Market Scenario

According to a recent study, it was observed that at the peak of the COVID-19 pandemic, retailers who leveraged AR, along with 3D audio experienced a 19% increase in customer engagement as well as a 90% spike in customer conversions. However, additional speakers and specific AV receivers make the architecture complex and adds additional cost to the 3D audio setup. Hence, companies in the 3D audio market should increase efforts to implement standardized methods and a universal format to reduce costs associated with complex 3D audio setup. 3D audio platforms such as Dolby, 3Dio, and RealSpace are incorporating new features to increase user conversions.

Coronavirus Crisis Points at Upward Trend in 3D Audio Adoption

The COVID-19 pandemic has had a relatively positive effect on the 3D audio market. The proliferation of Over the Top platforms is contributing to rapid adoption of the 3D audio technology. According to the latest study, the audio streaming platform has 2.5 million titles globally. Such findings are reflecting an anticipated uptick in the application of the 3D audio technology.

Asia Pacific is predicted to dominate the highest revenue share among all regions in the 3D audio market. Podcasts could benefit from the addition of the 3D sound technology designed to make them sound more realistic.

3d audio market infographic

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Lack of Standard and Universal Format for 3D Audio Affects Adoption Rates

The issues related to connectivity, installation, and maintenance of audio hardware are affecting the rapid adoption rate of 3D audio. Hence, technology providers are investing in advanced equipment amplifiers, mixers for monitoring sound outputs, and multichannel loudspeakers to align with specific guidelines for 3D audio installation.

3D audio engineers are investing in additional speakers and specific AV receivers to deploy efficient 3D audio output. As such, there is a need for a standard and universal format or configuration in the 3D audio market.

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Growing Adoption of 3D Audio Systems in Cinemas Driving Market Expansion

The ever-increasing entertainment industry is generating stable revenue streams for stakeholders in the 3D audio market. Ongoing advancements in augmented reality and virtual reality are contributing toward market growth. Cinema screens have been have been transformed from analogue to digital output. The growing adoption of 3D audio sound systems in the cinema industry is contributing toward market growth.

Currently, products such as DTS Inc., Dolby Labs, and Auro Technologies are being preferred by consumers. According to the latest report by UNESCO, there are approximately 200,000 cinema screens worldwide, of which, 40,000 are in the U.S. The rising number of cinema screens across the world is anticipated to drive the market of 3D audio.

3d audio market segmentation

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Leading-edge Audio Software Capable of Automatically Perform Various Processes

Next-gen recording and rendering software are contributing to the growth of the 3D audio market. 3D audio software permits to manipulate sounds anywhere in the 3D environment, both horizontally and vertically. For instance, a chirping bird can be placed on a tree with the help of these software. Leading-edge audio software has the capability to automatically calibrate itself based on the type of sound card and audio system.

3D audio is being mainly designed for movies, gaming, broadcasting, and AR/VR systems. 3D audio system includes various process form of recording, production, mixing, and mastering. These systems are composed of hardware, software, and other services.

3D Audio Engineers Leverage Revenue Opportunities in Corporate AV Space

Inorganic strategies such as partnerships and acquisitions are transforming the 3D audio market. For instance, in 2021, Barco - a specialist in professional visualization and collaboration technologies, partnered with Ideal Systems, Asia’s prominent systems integrator for broadcast & professional AV equipment to unlock revenue opportunities in the corporate AV (audio-visual) space.

In 2020, Dolby Atmos announced that it would be a part of Lucid Air’s new 21-speaker Surreal Sound system to enable a truly immersive listening experience, along with enhanced in-car active audio safety features. Such trends are contributing to the expansion of the 3D audio market. On the other hand, the 3D audio technology is being publicized in the aircraft industry. Future cockpit designs will be introducing new human-machine interface supporting the 3D audio technology.

3D Audio Market: Overview

  • According to Transparency Market Research’s latest research report on the global 3D audio market for the historical period 2017, 2018, and 2019, and forecast period 2021–2031, 3D audios are categorized on the basis of component, end-use, and region. Demand for 3D audio is increasing globally due to increasing application of head-related transfer function (HRTF) in the consumer electronics industry.
  • 3D audio products enable end users to choose from various product categories such as loudspeakers, headphones, microphones, sound bars, AVRs, etc.
  • Rise in adoption of advanced technologies, such as head-related transfer function (HRTF), across the media & entertainment sector is driving the demand for 3D audio at the global level. Demand for 3D audio is rising among consumers due to increased adoption of noise-cancellation technologies by companies.

Evolution in 3D Audio Technologies including HRTF, Noise Cancellation, along with ARs and VRs Drives 3D Audio Market

  • Ongoing advancements in augmented reality (AR) and virtual reality (VR) in 3D audio is driving the market. The global cinema industry has been witnessing significant advancements for the last few years. Cinema screens have been transformed from analogue to digital. In the current market, the cinema industry is adopting 3D audio sound systems.
  • Companies such as Dolby Labs, Auro Technologies, and DTS Inc. are witnessing high demand for incorporation of their 3D audio technologies across cinemas globally
  • According to the latest report by UNESCO, there are approximately 200,000 cinema screens worldwide. 40,000 of these are in the U.S. Rising number of cinema screens across the world is anticipated to drive the 3D audio market.
  • In 2019, according to a survey conducted by VR Intelligence, a company dealing in 3D real -time stimulation, majority of respondents say that XR (66.7%) and AR/MR (67.2%) for enterprise would be a high priority in the next few years
  • HRTF is used in a wide range of sound devices, such as headphones, to produce a surround sound effect. Moreover, increasing demand for home theatre where HRTF is widely applied, and is driving the market. HRTF is used in various other applications such as teleconferencing system, tele-ensemble systems, and sensations, among others.

Increasing Demand for 3D Audio Globally

  • The global 3D audio market is expected to expand at a rapid pace, owing to increase in number of 3D audio players operating across regions such as Asia Pacific, North America, Europe, South America, and Europe
  • The market in China is expected to expand at a high growth rate, followed by India, in Asia Pacific over the next few years. In North America, the market in Canada is projected to expand at a CAGR of 15.2%, region closely followed by the U.S.
  • Introduction of 3D audio technology such as Ambisonics, Binaural, Wave field synthesis (WFS), Amplitude Panning, etc. is estimated to boost the market for 3D audio worldwide. Moreover, few existing players such as Dolby, DTS, and Auro Technologies are rapidly expanding their distribution network to reach most distant end users. These are factors likely to propel the global 3D audio market.

3D Audio Market: Competition Landscape

  • Detailed profiles of providers of 3D audios have been provided in the report to evaluate their financials, key product offerings, recent developments, and strategies
  • The global 3D audio market is fragmented due to the presence of several 3D audio players. Competition is expected to intensify in the coming years due to the entry of several local players.
  • Key players operating in the global 3D audio market are
    • Sennheiser Electronic GmbH & Co. KG
    • Dolby Laboratories, Inc.
    • DTS, Inc. (Xperi Corporation)
    • Beken Corporation
    • CEVA, Inc.
    • Waves Audio Ltd
    • Hooke Audio
    • Comhear Inc.
    • VisiSonics Corporation Ltd.

3D Audio Market: Key Developments

  • Key players in the global 3D audio market are focused on adoption of business strategies such as mergers & acquisition and geographical expansion. Furthermore, market players are focused on product development and enhancement to gain a competition advantage over others.
  • On December 1, 2021, Dolby Laboratories, Inc. released findings from its new survey regarding shift in music listening behavior where it was found that Gen Z have recently discovered iconic songs and artists from the last few decades for the first time
  • On November 16, 2021, Dolby Atmos was expected to become standard on all NIO ET7s, the smart flagship electric sedan of the company, by combining the vehicle's 7.1.4 immersive sound system it would introduce the in-car audio experience beyond users’ expectation
  • On November 10, 2021, DTS Play-Fi has been awarded for two products: DTS Play-Fi Home Theater in the Smart Home category, and DTS Play-Fi apps for Android, AndroidTV, and iOS in the Software & Mobile App category by Consumer Technology Association (CTA) at CES Innovation Awards program
  • On August 5, 2020, Beken acquired an offshore company Adveos, a company engaged in the development and design of RF, millimeter wave, analog signal, mixed signal and other special IC chip solutions. The company acquired 100% of the shares in Adveos. According to Adveos, the acquisition would help the company strengthen its strategic layout in the field of smart home, Internet of Things and intelligent transportation, bringing new growth opportunities in terms of revenue and products and enhancing the company's market competitiveness and long-term profitability.

3D Audio Market Snapshot

Attribute

Detail

Market Size Value in 2020 (Base Year)

US$ 4.6 Bn

Market Forecast Value in 2031

US$ 22 Bn

Growth Rate (CAGR)

15.5%

Forecast Period

2021-2031

Quantitative Units

US$ Mn for Value

Market Analysis

Global qualitative analysis includes drivers, restraints, opportunities, key trends, Porter’s Five Forces analysis, value chain analysis, key market indicators, regulatory framework, COVID-19 impact analysis, and SWOT analysis.

Competition Landscape

  • Market Player – Competition Dashboard and Revenue Share Analysis 2020
  • Company Profiles (Details – Company Overview, Sales Area/Geographical Presence, Revenue, COVID-19 Response, Strategy & Business Overview)

Format

Electronic (PDF) + Excel

Market Segmentation

  • By Component
    • Hardware
      • Loud speaker
      • Headphones
      • Microphones/Mic
      • Soundbars
        • High End
        • Mid-Range
        • Entry-Level
      • AVRs
      • Others
    • Software
    • Services
  • By End-use
    • Personal/In-house
      • Mobile Devices
      • Home Theater
      • Gaming
        • AR/VR Based
        • Others
          • Smartphone
          • PC Games
          • Nintendo Games
          • Others
    • Commercial
      • Automobile
      • Cinema
      • Music
      • Gaming
        • AR/VR Based
        • Others
      • Museum
        • AR/VR Based
        • Others
      • VR concerts
      • Others

Regions Covered

  • North America
  • Europe
  • Asia Pacific
  • MEA
  • South America

Companies Profiled

  • Sennheiser Electronic GmbH & Co. KG
  • Dolby Laboratories, Inc.
  • DTS, Inc. (Xperi Corporation)
  • Beken Corporation
  • CEVA, Inc.
  • Waves Audio Ltd
  • Hooke Audio
  • Comhear Inc.
  • VisiSonics Corporation Ltd

Customization Scope

Available upon Request

Pricing

Available upon Request

3D Audio Market – Segmentation

TMR’s study on the global 3D audio market includes information categorized into sections - by component, end-use, and region. Changing industry trends and other crucial market dynamics associated with these sections of the 3D audio market are discussed in detail.

Component
  • Hardware
    • Loud speaker
    • Headphones
    • Microphones/Mic
    • Soundbars
      • High End
      • Mid-Range
      • Entry-Level
    • AVRs
    • Others
  • Software
  • Services
End-use
  • Personal/In-house
    • Mobile Devices
    • Home Theater
    • Gaming
      • AR/VR Based
      • Others
        • Smartphone
        • PC Games
        • Nintendo Games
        • Others
  • Commercial
    • Automobile
    • Cinema
    • Music
    • Gaming
      • AR/VR Based
      • Others
    • Museum
      • AR/VR Based
      • Others
    • VR concerts
    • Others
Region
  • North America
  • Europe
  • Asia Pacific
  • Middle East & Africa
  • South America
3D Audio Market

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Frequently Asked Questions

At What CAGR 3D Audio Market Predicted to Grow During the Forecast Period?

3D Audio Market Predicted to 15.5% CAGR During the Forecast Period.

What is The Forecast Period of 3D Audio Market?

3D Audio Market Forecast Till 2031

Who Are The Players Involved In The 3D Audio Market?

The Players Involved in the 3D Audio Market are Sennheiser Electronic GmbH & Co. KG, Dolby, Laboratories, Inc., DTS, Inc. (Xperi Corporation), Beken Corporation others.

Which Region Lead 3D Audio Market?

North America Takes Lead in the 3D Audio Market.

What Would Be The Valuation Of The 3D Audio Market By 2031?

The 3D Audio Market is expected to reach the value of US$ 22 Bn by the end of 2031

1. Preface

    1.1. Market Definition and Scope

    1.2. Market Segmentation

    1.3. Key Research Objectives

    1.4. Research Highlights

2. Assumptions

3. Research Methodology

4. Executive Summary

5. Market Overview

    5.1. Introduction

    5.2. Market Dynamics

        5.2.1. Drivers

        5.2.2. Restraints

        5.2.3. Opportunities

    5.3. Key Trends Analysis

        5.3.1. MPEG-H 3D Standard Adoption Analysis

    5.4. 3D Audio Software and Platforms Analysis

        5.4.1. Recording and Rendering Software/Platform Analysis

        5.4.2. Pricing Model Analysis

        5.4.3. Adoption Analysis

    5.5. 3D Audio Technology Introduction/Overview

        5.5.1. Ambisonics

        5.5.2. Binaural

        5.5.3. Others (Wave Field Synthesis(WFS), Amplitude Panning, Hybrid)

    5.6. Porter’s Five Forces Analysis

    5.7. Value Chain Analysis

        5.7.1. List of key players providing 3D content (video) that requires 3D Audio

        5.7.2. Top preferred DAW

        5.7.3. 3D content revenue (%) share by Industry

    5.8. Industry SWOT Analysis

    5.9. COVID-19 Impact Analysis

    5.10. Market Outlook

    5.11. Global 3D Audio Market Analysis and Forecast, 2017‒2031

        5.11.1. Market Value Projections (US$ Mn)

6. Global 3D Audio Market Analysis and Forecast, by Component

    6.1. Global 3D Audio Market Size (US$ Mn) Forecast, by Component, 2017‒2031

        6.1.1. Hardware

            6.1.1.1. Loud speaker

            6.1.1.2. Headphones

            6.1.1.3. Microphones/Mic

            6.1.1.4. Soundbars

                6.1.1.4.1. High-end

                6.1.1.4.2. Mid-range

                6.1.1.4.3. Entry Level

            6.1.1.5. AVRs

            6.1.1.6. Others

        6.1.2. Software

            6.1.2.1. Services

    6.2. Incremental Opportunity, by Component

7. Global 3D Audio Market Analysis and Forecast, by End-use

    7.1. Global 3D Audio Market Size (US$ Mn) Forecast, by End-use, 2017‒2031

        7.1.1. Personal/In-house

            7.1.1.1. Mobile Devices

            7.1.1.2. Home Theater

            7.1.1.3. Gaming

                7.1.1.3.1. AR/VR Based

                7.1.1.3.2. Others

                    7.1.1.3.2.1. Smartphone games

                    7.1.1.3.2.2. PC games

                    7.1.1.3.2.3. Nintendo games

                    7.1.1.3.2.4. Others

        7.1.2. Commercial

            7.1.2.1. Automobile

            7.1.2.2. Cinema

            7.1.2.3. Music

            7.1.2.4. Gaming

                7.1.2.4.1. AR/VR Based

                7.1.2.4.2. Others

            7.1.2.5. Museum

                7.1.2.5.1. AR/VR Based

                7.1.2.5.2. Others

            7.1.2.6. VR concerts

            7.1.2.7. Others

    7.2. Incremental Opportunity, by End-use

8. Global 3D Audio Market Analysis and Forecast, Region

    8.1. Global 3D Audio Market Size (US$ Mn) Forecast, by Region, 2017‒2031

        8.1.1. North America

        8.1.2. Europe

        8.1.3. Asia Pacific

        8.1.4. Middle East & Africa

        8.1.5. South America

    8.2. Incremental Opportunity, by Region

9. North America 3D Audio Market Analysis and Forecast

    9.1. Regional Snapshot

    9.2. 3D Audio Market Size (US$ Mn) Forecast, by Component, 2017‒2031

        9.2.1. Hardware

            9.2.1.1. Loud speaker

            9.2.1.2. Headphones

            9.2.1.3. Microphones/Mic

            9.2.1.4. Soundbars

                9.2.1.4.1. High-end

                9.2.1.4.2. Mid-range

                9.2.1.4.3. Entry Level

            9.2.1.5. AVRs

            9.2.1.6. Others

        9.2.2. Software

            9.2.2.1. Services

    9.3. 3D Audio Market Size (US$ Mn) Forecast, by End-use, 2017‒2031

        9.3.1. Personal/In-house

            9.3.1.1. Mobile Devices

            9.3.1.2. Home Theater

            9.3.1.3. Gaming

                9.3.1.3.1. AR/VR Based

                9.3.1.3.2. Others

                    9.3.1.3.2.1. Smartphone games

                    9.3.1.3.2.2. PC games

                    9.3.1.3.2.3. Nintendo games

                    9.3.1.3.2.4. Others

        9.3.2. Commercial

            9.3.2.1. Automobile

            9.3.2.2. Cinema

            9.3.2.3. Music

            9.3.2.4. Gaming

                9.3.2.4.1. AR/VR Based

                9.3.2.4.2. Others

            9.3.2.5. Museum

                9.3.2.5.1. AR/VR Based

                9.3.2.5.2. Others

            9.3.2.6. VR concerts

            9.3.2.7. Others

    9.4. 3D Audio Market Size (US$ Mn) Forecast, by Country, 2017‒2031

        9.4.1. The U.S.

        9.4.2. Canada

        9.4.3. Rest of North America

    9.5. Incremental Opportunity Analysis

10. U.S. 3D Audio Market Analysis and Forecast

    10.1. Country Snapshot

    10.2. COVID-19 Impact Analysis

    10.3. 3D Audio Market Size (US$ Mn) Forecast, by Component, 2017‒2031

        10.3.1. Hardware

            10.3.1.1. Loud speaker

            10.3.1.2. Headphones

            10.3.1.3. Microphones/Mic

            10.3.1.4. Soundbars

                10.3.1.4.1. High-end

                10.3.1.4.2. Mid-range

                10.3.1.4.3. Entry Level

            10.3.1.5. AVRs

            10.3.1.6. Others

        10.3.2. Software

            10.3.2.1. Services

    10.4. 3D Audio Market Size (US$ Mn) Forecast, by End-use, 2017‒2031

        10.4.1. Personal/In-house

            10.4.1.1. Mobile Devices

            10.4.1.2. Home Theater

            10.4.1.3. Gaming

                10.4.1.3.1. AR/VR Based

                10.4.1.3.2. Others

                    10.4.1.3.2.1. Smartphone games

                    10.4.1.3.2.2. PC games

                    10.4.1.3.2.3. Nintendo games

                    10.4.1.3.2.4. Others

        10.4.2. Commercial

            10.4.2.1. Automobile

            10.4.2.2. Cinema

            10.4.2.3. Music

            10.4.2.4. Gaming

                10.4.2.4.1. AR/VR Based

                10.4.2.4.2. Others

            10.4.2.5. Museum

                10.4.2.5.1. AR/VR Based

                10.4.2.5.2. Others

            10.4.2.6. VR concerts

            10.4.2.7. Others

    10.5. Incremental Opportunity Analysis

11. Canada 3D Audio Market Analysis and Forecast

    11.1. Country Snapshot

    11.2. COVID-19 Impact Analysis

    11.3. 3D Audio Market Size (US$ Mn) Forecast, by Component, 2017‒2031

        11.3.1. Hardware

            11.3.1.1. Loud speaker

            11.3.1.2. Headphones

            11.3.1.3. Microphones/Mic

            11.3.1.4. Soundbars

                11.3.1.4.1. High-end

                11.3.1.4.2. Mid-range

                11.3.1.4.3. Entry Level

            11.3.1.5. AVRs

            11.3.1.6. Others

        11.3.2. Software

            11.3.2.1. Services

    11.4. 3D Audio Market Size (US$ Mn) Forecast, by End-use, 2017‒2031

        11.4.1. Personal/In-house

            11.4.1.1. Mobile Devices

            11.4.1.2. Home Theater

            11.4.1.3. Gaming

                11.4.1.3.1. AR/VR Based

                11.4.1.3.2. Others

                    11.4.1.3.2.1. Smartphone games

                    11.4.1.3.2.2. PC games

                    11.4.1.3.2.3. Nintendo games

                    11.4.1.3.2.4. Others

        11.4.2. Commercial

            11.4.2.1. Automobile

            11.4.2.2. Cinema

            11.4.2.3. Music

            11.4.2.4. Gaming

                11.4.2.4.1. AR/VR Based

                11.4.2.4.2. Others

            11.4.2.5. Museum

                11.4.2.5.1. AR/VR Based

                11.4.2.5.2. Others

            11.4.2.6. VR concerts

            11.4.2.7. Others

    11.5. Incremental Opportunity Analysis

12. Europe 3D Audio Market Analysis and Forecast

    12.1. Regional Snapshot

    12.2. 3D Audio Market Size (US$ Mn) Forecast, by Component, 2017‒2031

        12.2.1. Hardware

            12.2.1.1. Loud speaker

            12.2.1.2. Headphones

            12.2.1.3. Microphones/Mic

            12.2.1.4. Soundbars

                12.2.1.4.1. High-end

                12.2.1.4.2. Mid-range

                12.2.1.4.3. Entry Level

            12.2.1.5. AVRs

            12.2.1.6. Others

        12.2.2. Software

            12.2.2.1. Services

    12.3. 3D Audio Market Size (US$ Mn) Forecast, by End-use, 2017‒2031

        12.3.1. Personal/In-house

            12.3.1.1. Mobile Devices

            12.3.1.2. Home Theater

            12.3.1.3. Gaming

                12.3.1.3.1. AR/VR Based

                12.3.1.3.2. Others

                    12.3.1.3.2.1. Smartphone games

                    12.3.1.3.2.2. PC games

                    12.3.1.3.2.3. Nintendo games

                    12.3.1.3.2.4. Others

        12.3.2. Commercial

            12.3.2.1. Automobile

            12.3.2.2. Cinema

            12.3.2.3. Music

            12.3.2.4. Gaming

                12.3.2.4.1. AR/VR Based

                12.3.2.4.2. Others

            12.3.2.5. Museum

                12.3.2.5.1. AR/VR Based

                12.3.2.5.2. Others

            12.3.2.6. VR concerts

            12.3.2.7. Others

    12.4. 3D Audio Market Size (US$ Mn) Forecast, by Country, 2017‒2031

        12.4.1. The U.K.

        12.4.2. Germany

        12.4.3. France

        12.4.4. Rest of Europe

    12.5. Incremental Opportunity Analysis

13. U.K. 3D Audio Market Analysis and Forecast

    13.1. Country Snapshot

    13.2. COVID-19 Impact Analysis

    13.3. 3D Audio Market Size (US$ Mn) Forecast, by Component, 2017‒2031

        13.3.1. Hardware

            13.3.1.1. Loud speaker

            13.3.1.2. Headphones

            13.3.1.3. Microphones/Mic

            13.3.1.4. Soundbars

                13.3.1.4.1. High-end

                13.3.1.4.2. Mid-range

                13.3.1.4.3. Entry Level

            13.3.1.5. AVRs

            13.3.1.6. Others

        13.3.2. Software

            13.3.2.1. Services

    13.4. 3D Audio Market Size (US$ Mn) Forecast, by End-use, 2017‒2031

        13.4.1. Personal/In-house

            13.4.1.1. Mobile Devices

            13.4.1.2. Home Theater

            13.4.1.3. Gaming

                13.4.1.3.1. AR/VR Based

                13.4.1.3.2. Others

                    13.4.1.3.2.1. Smartphone games

                    13.4.1.3.2.2. PC games

                    13.4.1.3.2.3. Nintendo games

                    13.4.1.3.2.4. Others

        13.4.2. Commercial

            13.4.2.1. Automobile

            13.4.2.2. Cinema

            13.4.2.3. Music

            13.4.2.4. Gaming

                13.4.2.4.1. AR/VR Based

                13.4.2.4.2. Others

            13.4.2.5. Museum

                13.4.2.5.1. AR/VR Based

                13.4.2.5.2. Others

            13.4.2.6. VR concerts

            13.4.2.7. Others

    13.5. Incremental Opportunity Analysis

14. Asia Pacific 3D Audio Market Analysis and Forecast

    14.1. Regional Snapshot

    14.2. 3D Audio Market Size (US$ Mn) Forecast, by Component, 2017‒2031

        14.2.1. Hardware

            14.2.1.1. Loud speaker

            14.2.1.2. Headphones

            14.2.1.3. Microphones/Mic

            14.2.1.4. Soundbars

                14.2.1.4.1. High-end

                14.2.1.4.2. Mid-range

                14.2.1.4.3. Entry Level

            14.2.1.5. AVRs

            14.2.1.6. Others

        14.2.2. Software

            14.2.2.1. Services

    14.3. 3D Audio Market Size (US$ Mn) Forecast, by End-use, 2017‒2031

        14.3.1. Personal/In-house

            14.3.1.1. Mobile Devices

            14.3.1.2. Home Theater

            14.3.1.3. Gaming

                14.3.1.3.1. AR/VR Based

                14.3.1.3.2. Others

                    14.3.1.3.2.1. Smartphone games

                    14.3.1.3.2.2. PC games

                    14.3.1.3.2.3. Nintendo games

                    14.3.1.3.2.4. Others

        14.3.2. Commercial

            14.3.2.1. Automobile

            14.3.2.2. Cinema

            14.3.2.3. Music

            14.3.2.4. Gaming

                14.3.2.4.1. AR/VR Based

                14.3.2.4.2. Others

            14.3.2.5. Museum

                14.3.2.5.1. AR/VR Based

                14.3.2.5.2. Others

            14.3.2.6. VR concerts

            14.3.2.7. Others

    14.4. 3D Audio Market Size (US$ Mn) Forecast, by Country, 2017‒2031

        14.4.1. India

        14.4.2. China

        14.4.3. Japan

        14.4.4. Australia

        14.4.5. Rest of Asia Pacific

    14.5. Incremental Opportunity Analysis

15. Japan 3D Audio Market Analysis and Forecast

    15.1. Country Snapshot

    15.2. COVID-19 Impact Analysis

    15.3. 3D Audio Market Size (US$ Mn) Forecast, by Component, 2017‒2031

        15.3.1. Hardware

            15.3.1.1. Loud speaker

            15.3.1.2. Headphones

            15.3.1.3. Microphones/Mic

            15.3.1.4. Soundbars

                15.3.1.4.1. High-end

                15.3.1.4.2. Mid-range

                15.3.1.4.3. Entry Level

            15.3.1.5. AVRs

            15.3.1.6. Others

        15.3.2. Software

            15.3.2.1. Services

    15.4. 3D Audio Market Size (US$ Mn) Forecast, by End-use, 2017‒2031

        15.4.1. Personal/In-house

            15.4.1.1. Mobile Devices

            15.4.1.2. Home Theater

            15.4.1.3. Gaming

                15.4.1.3.1. AR/VR Based

                15.4.1.3.2. Others

                    15.4.1.3.2.1. Smartphone games

                    15.4.1.3.2.2. PC games

                    15.4.1.3.2.3. Nintendo games

                    15.4.1.3.2.4. Others

        15.4.2. Commercial

            15.4.2.1. Automobile

            15.4.2.2. Cinema

            15.4.2.3. Music

            15.4.2.4. Gaming

                15.4.2.4.1. AR/VR Based

                15.4.2.4.2. Others

            15.4.2.5. Museum

                15.4.2.5.1. AR/VR Based

                15.4.2.5.2. Others

            15.4.2.6. VR concerts

            15.4.2.7. Others

    15.5. Incremental Opportunity Analysis

16. Australia 3D Audio Market Analysis and Forecast

    16.1. Country Snapshot

    16.2. COVID-19 Impact Analysis

    16.3. 3D Audio Market Size (US$ Mn) Forecast, by Component, 2017‒2031

        16.3.1. Hardware

            16.3.1.1. Loud speaker

            16.3.1.2. Headphones

            16.3.1.3. Microphones/Mic

            16.3.1.4. Soundbars

                16.3.1.4.1. High-end

                16.3.1.4.2. Mid-range

                16.3.1.4.3. Entry Level

            16.3.1.5. AVRs

            16.3.1.6. Others

        16.3.2. Software

            16.3.2.1. Services

    16.4. 3D Audio Market Size (US$ Mn) Forecast, by End-use, 2017‒2031

        16.4.1. Personal/In-house

            16.4.1.1. Mobile Devices

            16.4.1.2. Home Theater

            16.4.1.3. Gaming

                16.4.1.3.1. AR/VR Based

                16.4.1.3.2. Others

                    16.4.1.3.2.1. Smartphone games

                    16.4.1.3.2.2. PC games

                    16.4.1.3.2.3. Nintendo games

                    16.4.1.3.2.4. Others

        16.4.2. Commercial

            16.4.2.1. Automobile

            16.4.2.2. Cinema

            16.4.2.3. Music

            16.4.2.4. Gaming

                16.4.2.4.1. AR/VR Based

                16.4.2.4.2. Others

            16.4.2.5. Museum

                16.4.2.5.1. AR/VR Based

                16.4.2.5.2. Others

            16.4.2.6. VR concerts

            16.4.2.7. Others

    16.5. Incremental Opportunity Analysis

17. Middle East & Africa 3D Audio Market Analysis and Forecast

    17.1. Regional Snapshot

    17.2. 3D Audio Market Size (US$ Mn) Forecast, by Component, 2017‒2031

        17.2.1. Hardware

            17.2.1.1. Loud speaker

            17.2.1.2. Headphones

            17.2.1.3. Microphones/Mic

            17.2.1.4. Soundbars

                17.2.1.4.1. High-end

                17.2.1.4.2. Mid-range

                17.2.1.4.3. Entry Level

            17.2.1.5. AVRs

            17.2.1.6. Others

        17.2.2. Software

            17.2.2.1. Services

    17.3. 3D Audio Market Size (US$ Mn) Forecast, by End-use, 2017‒2031

        17.3.1. Personal/In-house

            17.3.1.1. Mobile Devices

            17.3.1.2. Home Theater

            17.3.1.3. Gaming

                17.3.1.3.1. AR/VR Based

                17.3.1.3.2. Others

                    17.3.1.3.2.1. Smartphone games

                    17.3.1.3.2.2. PC games

                    17.3.1.3.2.3. Nintendo games

                    17.3.1.3.2.4. Others

        17.3.2. Commercial

            17.3.2.1. Automobile

            17.3.2.2. Cinema

            17.3.2.3. Music

            17.3.2.4. Gaming

                17.3.2.4.1. AR/VR Based

                17.3.2.4.2. Others

            17.3.2.5. Museum

                17.3.2.5.1. AR/VR Based

                17.3.2.5.2. Others

            17.3.2.6. VR concerts

            17.3.2.7. Others

    17.4. 3D Audio Market Size (US$ Mn) Forecast, by Country, 2017‒2031

        17.4.1. GCC

        17.4.2. South Africa

        17.4.3. Rest of Middle East & Africa

    17.5. Incremental Opportunity Analysis

18. South America 3D Audio Market Analysis and Forecast

    18.1. Regional Snapshot

    18.2. 3D Audio Market Size (US$ Mn) Forecast, by Component, 2017‒2031

        18.2.1. Hardware

            18.2.1.1. Loud speaker

            18.2.1.2. Headphones

            18.2.1.3. Microphones/Mic

            18.2.1.4. Soundbars

                18.2.1.4.1. High-end

                18.2.1.4.2. Mid-range

                18.2.1.4.3. Entry Level

            18.2.1.5. AVRs

            18.2.1.6. Others

        18.2.2. Software

            18.2.2.1. Services

    18.3. 3D Audio Market Size (US$ Mn) Forecast, by End-use, 2017‒2031

        18.3.1. Personal/In-house

            18.3.1.1. Mobile Devices

            18.3.1.2. Home Theater

            18.3.1.3. Gaming

                18.3.1.3.1. AR/VR Based

                18.3.1.3.2. Others

                    18.3.1.3.2.1. Smartphone games

                    18.3.1.3.2.2. PC games

                    18.3.1.3.2.3. Nintendo games

                    18.3.1.3.2.4. Others

        18.3.2. Commercial

            18.3.2.1. Automobile

            18.3.2.2. Cinema

            18.3.2.3. Music

            18.3.2.4. Gaming

                18.3.2.4.1. AR/VR Based

                18.3.2.4.2. Others

            18.3.2.5. Museum

                18.3.2.5.1. AR/VR Based

                18.3.2.5.2. Others

            18.3.2.6. VR concerts

            18.3.2.7. Others

    18.4. 3D Audio Market Size (US$ Mn) Forecast, by Country, 2017‒2031

        18.4.1. Brazil

        18.4.2. Rest of South America

    18.5. Incremental Opportunity Analysis

19. Competition Landscape

    19.1. Market Player – Competition Dashboard

    19.2. Market Share Analysis By Company (2020)

    19.3. Company Profiles (Details – Company Overview, Financial/Revenue, Strategy & Business Overview)

        19.3.1. 3D Sound Labs

            19.3.1.1. Company Overview

            19.3.1.2. Financial/Revenue

            19.3.1.3. Strategy & Business Overview

        19.3.2. Auro Technologies Inc

            19.3.2.1. Company Overview

            19.3.2.2. Financial/Revenue

            19.3.2.3. Strategy & Business Overview

        19.3.3. Comhear Inc.

            19.3.3.1. Company Overview

            19.3.3.2. Financial/Revenue

            19.3.3.3. Strategy & Business Overview

        19.3.4. Dolby Labs

            19.3.4.1. Company Overview

            19.3.4.2. Financial/Revenue

            19.3.4.3. Strategy & Business Overview

        19.3.5. DTS, Inc (Xperi Corporation)

            19.3.5.1. Company Overview

            19.3.5.2. Financial/Revenue

            19.3.5.3. Strategy & Business Overview

        19.3.6. Dysonics

            19.3.6.1. Company Overview

            19.3.6.2. Financial/Revenue

            19.3.6.3. Strategy & Business Overview

        19.3.7. Hooke Audio

            19.3.7.1. Company Overview

            19.3.7.2. Financial/Revenue

            19.3.7.3. Strategy & Business Overview

        19.3.8. ISONO Sound

            19.3.8.1. Company Overview

            19.3.8.2. Financial/Revenue

            19.3.8.3. Strategy & Business Overview

        19.3.9. OSSIC

            19.3.9.1. Company Overview

            19.3.9.2. Financial/Revenue

            19.3.9.3. Strategy & Business Overview

        19.3.10. Sennheiser electronic GmbH & Co.

            19.3.10.1. Company Overview

            19.3.10.2. Financial/Revenue

            19.3.10.3. Strategy & Business Overview

        19.3.11. VisiSonics Corporation (Realspace 3D)

            19.3.11.1. Company Overview

            19.3.11.2. Financial/Revenue

            19.3.11.3. Strategy & Business Overview

        19.3.12. Waves Audio Ltd.

            19.3.12.1. Company Overview

            19.3.12.2. Financial/Revenue

            19.3.12.3. Strategy & Business Overview

20. Key Takeaway

    20.1. Identification of Potential Market Spaces

        20.1.1. Component

        20.1.2. End-use

        20.1.3. Geography

    20.2. Understanding the Buying Process of the Customers

    20.3. Preferred Sales & Marketing Strategy

List of Tables

Table 1: Global 3D Audio Market, Value Size and Forecast, by Component, US$ Mn, 2017‒2031

Table 2: Global 3D Audio Market, Value Size and Forecast, by End-use, US$ Mn, 2017‒2031

Table 3: Global 3D Audio Market, Value Size and Forecast, by Region, US$ Mn, 2017‒2031

Table 4: North America 3D Audio Market, Value Size and Forecast, by Component, US$ Mn, 2017‒2031

Table 5: North America 3D Audio Market, Value Size and Forecast, by End-use, US$ Mn, 2017‒2031

Table 6: North America 3D Audio Market, Value Size and Forecast, by Region, US$ Mn, 2017‒2031

Table 7: Europe 3D Audio Market, Value Size and Forecast, by Component, US$ Mn, 2017‒2031

Table 8: Europe 3D Audio Market, Value Size and Forecast, by End-use, US$ Mn, 2017‒2031

Table 9: Europe 3D Audio Market, Value Size and Forecast, by Region, US$ Mn, 2017‒2031

Table 10: Asia Pacific 3D Audio Market, Value Size and Forecast, by Component, US$ Mn, 2017‒2031

Table 11: Asia Pacific 3D Audio Market, Value Size and Forecast, by End-use, US$ Mn, 2017‒2031

Table 12: Asia Pacific 3D Audio Market, Value Size and Forecast, by Region, US$ Mn, 2017‒2031

Table 13: Middle East & Africa 3D Audio Market, Value Size and Forecast, by Component, US$ Mn, 2017‒2031

Table 14: Middle East & Africa 3D Audio Market, Value Size and Forecast, by End-use, US$ Mn, 2017‒2031

Table 15: Middle East & Africa 3D Audio Market, Value Size and Forecast, by Region, US$ Mn, 2017‒2031

Table 16: South America 3D Audio Market, Value Size and Forecast, by Component, US$ Mn, 2017‒2031

Table 17: South America 3D Audio Market, Value Size and Forecast, by End-use, US$ Mn, 2017‒2031

Table 18: South America 3D Audio Market, Value Size and Forecast, by Region, US$ Mn, 2017‒2031

List of Figures

Figure 1: Global 3D Audio Market, Value Size and Forecast, by Component, US$ Mn, 2017‒2031

Figure 2: Global 3D Audio Market, Incremental Opportunity, by Component, US$ Mn, 2021‒2031

Figure 3: Global 3D Audio Market, Value Size and Forecast, by End-use, US$ Mn, 2017‒2031

Figure 4: Global 3D Audio Market, Incremental Opportunity, by End-use, US$ Mn, 2021‒2031

Figure 5: Global 3D Audio Market, Value Size and Forecast, by Region, US$ Mn, 2017‒2031

Figure 6: Global 3D Audio Market, Incremental Opportunity, by Region, US$ Mn, 2021‒2031

Figure 7: North America 3D Audio Market, Value Size and Forecast, by Component, US$ Mn, 2017‒2031

Figure 8: North America 3D Audio Market, Incremental Opportunity, by Component, US$ Mn, 2021‒2031

Figure 9: North America 3D Audio Market, Value Size and Forecast, by End-use, US$ Mn, 2017‒2031

Figure 10: North America 3D Audio Market, Incremental Opportunity, by End-use, US$ Mn, 2021‒2031

Figure 11: North America 3D Audio Market, Value Size and Forecast, by Region, US$ Mn, 2017‒2031

Figure 12: North America 3D Audio Market, Incremental Opportunity, by Region, US$ Mn, 2021‒2031

Figure 13: Europe 3D Audio Market, Value Size and Forecast, by Component, US$ Mn, 2017‒2031

Figure 14: Europe 3D Audio Market, Incremental Opportunity, by Component, US$ Mn, 2021‒2031

Figure 15: Europe 3D Audio Market, Value Size and Forecast, by End-use, US$ Mn, 2017‒2031

Figure 16: Europe 3D Audio Market, Incremental Opportunity, by End-use, US$ Mn, 2021‒2031

Figure 17: Europe 3D Audio Market, Value Size and Forecast, by Region, US$ Mn, 2017‒2031

Figure 18: Europe 3D Audio Market, Incremental Opportunity, by Region, US$ Mn, 2021‒2031

Figure 19: Asia Pacific 3D Audio Market, Value Size and Forecast, by Component, US$ Mn, 2017‒2031

Figure 20: Asia Pacific 3D Audio Market, Incremental Opportunity, by Component, US$ Mn, 2021‒2031

Figure 21: Asia Pacific 3D Audio Market, Value Size and Forecast, by End-use, US$ Mn, 2017‒2031

Figure 22: Asia Pacific 3D Audio Market, Incremental Opportunity, by End-use, US$ Mn, 2021‒2031

Figure 23: Asia Pacific 3D Audio Market, Value Size and Forecast, by Region, US$ Mn, 2017‒2031

Figure 24: Asia Pacific 3D Audio Market, Incremental Opportunity, by Region, US$ Mn, 2021‒2031

Figure 25: Middle East & Africa 3D Audio Market, Value Size and Forecast, by Component, US$ Mn, 2017‒2031

Figure 26: Middle East & Africa 3D Audio Market, Incremental Opportunity, by Component, US$ Mn, 2021‒2031

Figure 27: Middle East & Africa 3D Audio Market, Value Size and Forecast, by End-use, US$ Mn, 2017‒2031

Figure 28: Middle East & Africa 3D Audio Market, Incremental Opportunity, by End-use, US$ Mn, 2021‒2031

Figure 29: Middle East & Africa 3D Audio Market, Value Size and Forecast, by Region, US$ Mn, 2017‒2031

Figure 30: Middle East & Africa 3D Audio Market, Incremental Opportunity, by Region, US$ Mn, 2021‒2031

Figure 31: South America 3D Audio Market, Value Size and Forecast, by Component, US$ Mn, 2017‒2031

Figure 32: South America 3D Audio Market, Incremental Opportunity, by Component, US$ Mn, 2021‒2031

Figure 33: South America 3D Audio Market, Value Size and Forecast, by End-use, US$ Mn, 2017‒2031

Figure 34: South America 3D Audio Market, Incremental Opportunity, by End-use, US$ Mn, 2021‒2031

Figure 35: South America 3D Audio Market, Value Size and Forecast, by Region, US$ Mn, 2017‒2031

Figure 36: South America 3D Audio Market, Incremental Opportunity, by Region, US$ Mn, 2021‒2031

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