AMB फ़ाइलें मुफ्त में परिवर्तित करें

व्यावसायिक AMB फ़ाइल रूपांतरण उपकरण

अपनी फ़ाइलें यहाँ ड्रॉप करें

या फ़ाइलों को ब्राउज़ करने के लिए क्लिक करें

अधिकतम फ़ाइल आकार: 100MB
10M+ फ़ाइलें रूपांतरित की गईं
100% हमेशा के लिए मुफ्त
256-बिट सुरक्षित एन्क्रिप्शन

समर्थित फ़ॉर्मेट

उच्च गुणवत्ता के साथ सभी प्रमुख फ़ाइल फ़ॉर्मेट के बीच रूपांतरित करें

सामान्य फ़ॉर्मेट

MP3

MPEG-1 ऑडियो लेयर III - दुनिया का सबसे सार्वभौमिक ऑडियो प्रारूप, जो फ़ाइल आकार को 90% तक कम करने के लिए लॉसी संपीड़न का उपयोग करता है जबकि उत्कृष्ट अनुभवात्मक गुणवत्ता बनाए रखता है। संगीत पुस्तकालयों, पॉडकास्ट, पोर्टेबल उपकरणों, और किसी भी परिदृश्य के लिए आदर्श जहाँ व्यापक संगतता की आवश्यकता होती है। 32-320kbps से बिटरेट का समर्थन करता है। 1993 से डिजिटल संगीत के लिए मानक, लगभग हर उपकरण और प्लेटफ़ॉर्म पर चलाने योग्य।

WAV

Waveform Audio File Format - uncompressed PCM audio providing perfect quality preservation. Standard Windows audio format with universal compatibility. Large file sizes (10MB per minute of stereo CD-quality). Perfect for audio production, professional recording, mastering, and situations requiring zero quality loss. Supports various bit depths (16, 24, 32-bit) and sample rates. Industry standard for professional audio work.

OGG

Ogg Vorbis - ओपन-सोर्स लॉसी ऑडियो कोडेक जो समान बिटरेट पर MP3/AAC के समान गुणवत्ता प्रदान करता है। पेटेंट और लाइसेंसिंग प्रतिबंधों से मुक्त। समान गुणवत्ता पर MP3 की तुलना में छोटे फ़ाइल आकार। गेमिंग, ओपन-सोर्स सॉफ़्टवेयर, और स्ट्रीमिंग में उपयोग किया जाता है। अनुकूल गुणवत्ता के लिए वेरिएबल बिटरेट (VBR) का समर्थन करता है। उन अनुप्रयोगों के लिए आदर्श जहाँ मुफ्त कोडेक और अच्छी गुणवत्ता की आवश्यकता होती है। मीडिया प्लेयर और प्लेटफार्मों में बढ़ती हुई समर्थन।

AAC

Advanced Audio Coding - successor to MP3 offering better quality at same bitrate (or same quality at lower bitrate). Standard audio codec for Apple devices, YouTube, and many streaming services. Supports up to 48 channels and 96kHz sample rate. Improved frequency response and handling of complex audio. Perfect for iTunes, iOS devices, video streaming, and modern audio applications. Part of MPEG-4 standard widely supported across platforms.

FLAC

फ्री लॉसलेस ऑडियो कोडेक - बिना किसी गुणवत्ता हानि के ऑडियो को 40-60% संकुचित करता है। मूल ऑडियो का बिट-फॉर-बिट संरक्षण। ओपन-सोर्स प्रारूप जिसमें कोई पेटेंट या लाइसेंस शुल्क नहीं है। उच्च-रिज़ॉल्यूशन ऑडियो (192kHz/24-बिट) का समर्थन करता है। संगीत संग्रहों के संग्रहण, ऑडियोफाइल सुनने, और उन परिदृश्यों के लिए आदर्श जहाँ गुणवत्ता सर्वोपरि है। मीडिया प्लेयर और स्ट्रीमिंग सेवाओं द्वारा व्यापक रूप से समर्थित। गुणवत्ता और फ़ाइल आकार के बीच आदर्श संतुलन।

M4A

MPEG-4 Audio - AAC or ALAC audio in MP4 container. Standard audio format for Apple ecosystem (iTunes, iPhone, iPad). Supports both lossy (AAC) and lossless (ALAC) compression. Better quality than MP3 at same file size. Includes metadata support for artwork, lyrics, and rich tags. Perfect for iTunes library, iOS devices, and Apple software. Widely compatible across platforms despite Apple association. Common format for purchased music and audiobooks.

WMA

Windows Media Audio - Microsoft's proprietary audio codec with good compression and quality. Standard Windows audio format with native OS support. Supports DRM for protected content. Various profiles (WMA Standard, WMA Pro, WMA Lossless). Comparable quality to AAC at similar bitrates. Perfect for Windows ecosystem and legacy Windows Media Player. Being superseded by AAC and other formats. Still encountered in Windows-centric environments and older audio collections.

लॉसलेस फ़ॉर्मेट

ALAC

Apple Lossless Audio Codec - Apple's lossless compression reducing file size 40-60% with zero quality loss. Perfect preservation of original audio like FLAC but in Apple ecosystem. Standard lossless format for iTunes and iOS. Supports high-resolution audio up to 384kHz/32-bit. Smaller than uncompressed but larger than lossy formats. Perfect for iTunes library, audiophile iOS listening, and maintaining perfect quality in Apple ecosystem. Comparable to FLAC but with better Apple integration.

APE

Monkey's Audio - उच्च-प्रभावी लॉसलेस संपीड़न जो FLAC की तुलना में बेहतर अनुपात प्राप्त करता है (आमतौर पर मूल का 55-60%)। शून्य हानि के साथ गुणवत्ता का पूर्ण संरक्षण। ओपन स्पेसिफिकेशन के साथ मुफ्त प्रारूप। FLAC की तुलना में धीमी संपीड़न/डिकंप्रेशन। ऑडियोफाइल समुदायों में लोकप्रिय। FLAC की तुलना में सीमित प्लेयर समर्थन। जब अधिकतम स्थान की बचत की आवश्यकता होती है जबकि पूर्ण गुणवत्ता बनाए रखते हुए संग्रहण के लिए आदर्श। उन परिदृश्यों के लिए सबसे अच्छा जहाँ संग्रहण स्थान महत्वपूर्ण है और प्रसंस्करण गति नहीं है।

WV

WavPack - hybrid lossless/lossy audio codec with unique correction file feature. Can create lossy file with separate correction file for lossless reconstruction. Excellent compression efficiency. Perfect for flexible audio archiving. Less common than FLAC. Supports high-resolution audio and DSD. Convert to FLAC for universal compatibility.

TTA

True Audio - lossless audio compression with fast encoding/decoding. Similar compression to FLAC with simpler algorithm. Open-source and free format. Perfect quality preservation. Less common than FLAC with limited player support. Perfect for audio archiving when FLAC compatibility not required. Convert to FLAC for broader compatibility.

AIFF

Audio Interchange File Format - Apple's uncompressed audio format, equivalent to WAV but for Mac. Stores PCM audio with perfect quality. Standard audio format for macOS and professional Mac audio applications. Supports metadata tags better than WAV. Large file sizes like WAV (10MB per minute). Perfect for Mac-based audio production, professional recording, and scenarios requiring uncompressed audio on Apple platforms. Interchangeable with WAV for most purposes.

आधुनिक फ़ॉर्मेट

विरासत फ़ॉर्मेट

MP2

MPEG-1 ऑडियो लेयर II - MP3 का पूर्ववर्ती जो प्रसारण और DVDs में उपयोग किया जाता है। उच्च बिटरेट पर MP3 की तुलना में बेहतर गुणवत्ता। DVB (डिजिटल टीवी) और DVD-वीडियो के लिए मानक ऑडियो कोडेक। MP3 की तुलना में कम संपीड़न दक्षता। प्रसारण अनुप्रयोगों और DVD निर्माण के लिए आदर्श। आधुनिक प्रसारण में AAC द्वारा प्रतिस्थापित किया जा रहा है। अभी भी डिजिटल टीवी और वीडियो उत्पादन कार्यप्रवाह में देखा जाता है।

AC3

Dolby Digital (AC-3) - surround sound audio codec for DVD, Blu-ray, and digital broadcasting. Supports up to 5.1 channels. Standard audio format for DVDs and HDTV. Good compression with multichannel support. Perfect for home theater and video production. Used in cinema and broadcast. Requires Dolby license for encoding.

AMR

Adaptive Multi-Rate - speech codec optimized for mobile voice calls. Excellent voice quality at very low bitrates (4.75-12.2 kbps). Standard for GSM and 3G phone calls. Designed specifically for speech, not music. Perfect for voice recordings, voicemail, and speech applications. Used in WhatsApp voice messages and mobile voice recording. Efficient for voice but inadequate for music.

AU

Sun/NeXT Audio - simple audio format from Sun Microsystems and NeXT Computer. Uncompressed or μ-law/A-law compressed audio. Common on Unix systems. Simple header with audio data. Perfect for Unix audio applications and legacy system compatibility. Found in system sounds and Unix audio files. Convert to WAV or MP3 for modern use.

MID

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RA

RealAudio - legacy streaming audio format from RealNetworks (1990s-2000s). Pioneered internet audio streaming with low-bitrate compression. Obsolete format replaced by modern streaming technologies. Poor quality by today's standards. Convert to MP3 or AAC for modern use. Historical importance in early internet audio streaming.

फ़ाइलों को कैसे रूपांतरित करें

अपनी फ़ाइलें अपलोड करें, आउटपुट फ़ॉर्मेट चुनें, और तुरंत रूपांतरित फ़ाइलें डाउनलोड करें। हमारा रूपांतरण उपकरण बैच रूपांतरण का समर्थन करता है और उच्च गुणवत्ता बनाए रखता है।

अक्सर पूछे जाने वाले प्रश्न

What exactly is AMB format and why would anyone use it?

AMB files store ambisonic audio - basically sound with built-in 360-degree spatial information. Think of it like the difference between a photograph and a panoramic sphere photo - AMB captures sound from all directions simultaneously using special microphone arrays. It's B-format ambisonics, which means it's recording sound fields rather than channels.

This format became essential with VR and immersive audio because you need the listener to turn their head and hear the sound environment correctly adjust. Regular stereo just has left/right channels, but AMB has spherical components (W, X, Y, Z channels for first-order ambisonics) that let you reconstruct directional audio mathematically. It's elegant but wildly different from traditional recording.

How does AMB differ from regular surround sound formats?

Surround sound and ambisonics are fundamentally different approaches to spatial audio - here's what makes AMB special:

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Scene-Based vs Channel-Based

Surround (5.1, 7.1, Atmos) uses speaker channels - each speaker gets specific audio. AMB stores the complete sound field mathematically using spherical harmonics. It's scene-based rather than speaker-based, meaning you can decode it to any speaker arrangement later. This flexibility is AMB's superpower.

AMB is more computationally intensive but offers superior flexibility for VR/AR/immersive applications. Surround is simpler and better for fixed installations like home theaters. They're different tools for different jobs.

Can regular audio players handle AMB files?

Nope, this is where AMB gets frustrating for casual users:

Why Format Conversion Matters

Most people convert AMB to regular stereo or binaural for actual playback. The conversion process decodes the ambisonic field to head-related transfer functions (HRTFs) for headphones or to speaker feeds for loudspeaker playback. You're essentially rendering the spatial field to a specific output format. Once converted, standard players work fine.

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Professional Software Only

If you need to work with AMB natively, you're looking at software like Reaper with IEM plugins (free), Pro Tools with Dolby Atmos renderer, Nuendo with VST ambisonic tools, or specialized apps like Facebook 360 Workstation. These understand spherical harmonics and can properly decode/encode AMB. It's a professional workflow, not consumer-friendly.

Bottom line: convert AMB to stereo or binaural for normal playback, or invest in proper ambisonic software for professional work. There's no middle ground.

What quality differences exist between AMB and regular stereo?

This is tricky because AMB and stereo aren't directly comparable - it's like asking if a sphere is higher quality than a rectangle. AMB stores complete spatial information (sound arriving from all directions) while stereo stores two channels (left/right). When properly decoded, AMB can provide immersive spatial audio that stereo physically cannot achieve - you get height, depth, and 360-degree positioning.

However, first-order AMB (standard B-format) has limited spatial resolution - about 20-30 degree accuracy for sound source localization. Higher-order ambisonics (HOA) improves this dramatically but uses more channels (9 for second-order, 16 for third-order). For fixed stereo playback, well-produced stereo often sounds better than decoded first-order AMB because it was mixed specifically for two speakers.

The real quality advantage of AMB appears with head tracking or when you need format flexibility. Recording once in AMB lets you later render to 5.1, 7.1, binaural, stereo, or even Atmos without re-recording. That flexibility is incredibly valuable in VR production where the output format might change. For static music listening on stereo speakers though, traditional stereo mixing usually wins on pure audio quality.

Will converting AMB to MP3 work for sharing spatial audio?

Sort of, but you lose the spatial magic. When you convert AMB to MP3, you're first decoding the ambisonic field to stereo or binaural (headphone-optimized stereo), then compressing that to MP3. The resulting file is just normal stereo - all the head-tracking capability and spatial flexibility is gone. It's like taking a 360 photo and saving just the front-facing view.

For sharing on platforms that don't support spatial audio (most of them), converting to binaural MP3 is actually smart. The binaural decoding bakes the 3D positioning into stereo using HRTF, so listeners with headphones hear spatial depth and positioning - they just can't look around. For YouTube VR or Facebook 360, you'd keep the ambisonic format and upload using their spatial audio specifications.

If you're working professionally with VR content, keep AMB masters as WAV or FLAC for archival and format flexibility. Only convert to lossy formats for final delivery on specific platforms. The rule of thumb: if the platform supports head tracking (VR platforms), maintain ambisonic format. If it's regular playback (Spotify, YouTube non-VR, etc.), decode to binaural stereo for best results.

How does device compatibility work with AMB format?

AMB is essentially invisible to consumer devices - phones, tablets, smart speakers, car audio systems won't recognize it properly. These devices expect channel-based audio (stereo, 5.1) and don't have ambisonic decoders built-in. If you try to play raw AMB, you'll get either silence, error messages, or horrible-sounding raw component playback. Zero consumer device compatibility.

VR headsets are the exception - Meta Quest, PlayStation VR2, and Valve Index support spatial audio through their SDKs, but they typically use their own spatial audio formats or handle ambisonic conversion internally during development. You wouldn't directly play AMB files on these devices. The spatial audio is part of the VR application's engine (Unity, Unreal, game engines) which handles ambisonic-to-binaural rendering in real-time.

For any personal device playback, convert AMB to binaural stereo. This gives headphone users 3D audio cues without requiring ambisonic support. For speaker systems, decode to appropriate channel count (stereo, 5.1, 7.1) based on the listening setup. Professional audio interfaces and DAWs can handle AMB with proper plugins, but this is studio work, not consumer playback. The format is amazing for production flexibility but terrible for distribution.

What software properly opens AMB files?

You need specialized audio software with ambisonic plugin support. Reaper DAW with the IEM Plugin Suite (free from iem.at) is probably the most accessible option - it handles AMB encoding/decoding, rotation, monitoring, and binaural rendering. Pro Tools works with Dolby Atmos Production Suite which includes ambisonic support. Steinberg Nuendo has built-in ambisonic tools for film/game audio. These are professional DAWs designed for spatial audio work.

For field recording and monitoring, the ambix plugin suite (ambix.info, free and open-source) works across multiple DAWs and provides essential ambisonic tools - decoder, rotator, mirror, etc. Facebook's 360 Workstation (now deprecated but still functional) was designed specifically for spatial audio in VR video. DearVR from Dear Reality offers ambisonic monitoring and mixing if you're working with VR content creation.

Honestly though, most people encountering AMB files should convert them to standard formats for their specific use case. Unless you're actively working in VR audio production, acoustic research, or immersive music composition, you don't need ambisonic tools. Convert to binaural WAV or MP3 for headphone playback, or to stereo/surround for speaker systems. The professional ambisonic workflow has a steep learning curve and specific use cases.

Why is AMB format essential for VR and 360 video?

VR broke traditional audio - here's why ambisonic formats became necessary:

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YouTube and Social VR Standards

YouTube 360, Facebook 360 Video, and other platforms standardized on ambisonic audio for spatial video specifically because it's the only format that maintains spatial accuracy with head tracking. They use TBE (Two Big Ears) ambisonic format specifications. Without AMB or similar formats, 360 video audio would be flat stereo stuck to your face - completely breaking the immersive experience.

VR audio demands formats that encode spatial information independent of output configuration. AMB and higher-order ambisonics solve this through spherical harmonic representation. It's not marketing hype - it's the only format architecture that works for interactive 3D audio with head tracking.

Is there quality loss converting between AMB and WAV?

The container formats (AMB vs WAV) themselves don't cause quality loss - both can store lossless PCM audio data. However, the conversion process involves ambisonic decoding which is inherently lossy in terms of spatial information. When you decode AMB to stereo WAV, you're collapsing a 3D sound field into two channels. The audio fidelity remains high, but spatial information is permanently lost (or baked into stereo positioning).

If you convert AMB to multichannel WAV preserving the B-format channels (W/X/Y/Z as separate tracks), that's completely lossless - you're just changing container format. The spherical harmonic components remain intact and you can later re-encode to AMB without any degradation. Some software exports AMB as 4-channel interleaved WAV files specifically to maintain compatibility with more software.

The real quality consideration is the decoding algorithm. Binaural rendering quality depends heavily on the HRTF (head-related transfer function) database used - better HRTFs sound more natural and spatially accurate. Speaker decoding quality depends on the speaker arrangement and decoder optimization. Once decoded to fixed channels, you can't recover the original ambisonic field. Keep ambisonic masters in lossless formats (AMB or multichannel WAV) if you need format flexibility later.

How do ambisonic recording microphones work?

Ambisonic microphones are completely different from traditional recording - here's the technology:

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Higher-Order Arrays

Second-order and higher ambisonic mics use more capsules (9+ for second-order, 16+ for third-order) to capture finer spatial detail. These provide better localization accuracy and tighter sound source imaging. Examples include Zylia ZM-1 (19 capsules), mh Acoustics Eigenmike (32 capsules). They're expensive ($2,000-$40,000+) and used for high-end VR production, acoustic research, and immersive music recording.

Real-Time vs Post-Processing

Some ambisonic recorders encode to B-format in real-time (Zoom H3-VR records directly to AMB). Others record raw capsule tracks and require software encoding afterward (A-format to B-format conversion). Post-processing allows correction of microphone imperfections and calibration but adds workflow steps. Professional productions often prefer raw recording with post-encoding for maximum quality control.

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What's the difference between first-order and higher-order ambisonics?

First-order ambisonics (FOA) - which AMB typically stores - uses 4 channels (W/X/Y/Z) and provides roughly 20-30 degree spatial resolution. It's like standard definition for spatial audio. You can tell sound is coming from front vs back or left vs right, but precise localization is limited. FOA is adequate for general VR immersion and environmental audio beds but struggles with pinpoint source imaging.

Higher-order ambisonics (HOA) adds more spherical harmonic components: second-order uses 9 channels, third-order uses 16, fourth-order uses 25. Each increase provides finer spatial resolution and more accurate sound source localization. Second-order gets you to about 10-degree accuracy, third-order to 5-degree. For comparison, human spatial hearing is roughly 1-3 degrees in front, worse on sides and rear. Third-order ambisonics approaches human hearing accuracy.

The tradeoff is exponentially more data and computational cost. First-order is manageable in real-time VR applications. Third-order requires significant processing power and storage. For most VR applications, first-order (AMB) with good binaural rendering provides satisfying spatial audio. Higher orders matter for acoustic research, high-end VR productions, and immersive music where spatial accuracy is critical. Think of FOA as stereo, HOA as high-resolution surround - different tools for different quality requirements.

Can I convert stereo music to AMB ambisonic format?

Technically yes through upmixing, but it's mostly fake spatial audio. Software can analyze stereo and place sounds in a 3D field using AI or heuristics (wide stereo becomes side sources, centered mono becomes front, reverb becomes ambience). Facebook's 360 Workstation and specialized plugins offer stereo-to-ambisonic conversion. The results vary wildly - speech and simple music might work okay, complex mixes sound weird.

The fundamental problem is that stereo contains only left/right panning information, no height or depth data. Any spatial placement beyond stereo width is guesswork - the algorithm is inventing spatial information that wasn't captured. Reverb tails and stereo width give clues, but it's never as good as native ambisonic recording. For music specifically, most listeners prefer good stereo over fake ambisonics because natural stereo imaging beats artificial 3D.

Where stereo-to-ambisonic conversion makes sense: creating ambiance tracks for VR scenes where approximate spatialization is fine, or converting legacy audio for 360 video where something is better than nothing. For music appreciation or critical listening, skip it - stereo is stereo, and pretending otherwise usually makes it worse. Native ambisonic recording or proper spatial audio production always beats upmixing. Don't expect magic from fake spatial audio.

How big are AMB files typically?

First-order AMB stores 4 channels of audio, so file size is roughly 4× mono or 2× stereo at equivalent settings. For uncompressed 48kHz/24-bit recording, you're looking at about 1.4 MB per minute (compared to 690 KB for mono at same resolution). A 10-minute ambisonic recording is around 14 MB uncompressed. Compressed formats like AMB (some implementations support compression) or converting to Opus ambisonic reduce this significantly.

Higher-order ambisonics multiply this further - second-order (9 channels) is 2.25× first-order, third-order (16 channels) is 4× first-order. Professional immersive music production in third-order ambisonics can generate massive files (30-50 MB per minute uncompressed). This is why spatial audio production requires serious storage and why most VR applications stick with first-order despite its spatial limitations.

For VR streaming, ambisonic audio is often compressed using Opus codec in ambisonic mode, which maintains spatial information while dramatically reducing bandwidth. YouTube 360 uses this approach. Local AMB files for editing should remain uncompressed or losslessly compressed (FLAC multichannel) to preserve quality through the production pipeline. Once you compress to lossy formats, spatial artifacts become more noticeable than with stereo because decoding amplifies compression problems.

What are common problems when working with AMB audio?

Software incompatibility tops the list - most audio software doesn't recognize AMB or B-format channel ordering. You might import AMB and get garbled audio because the software treats it as regular multichannel without understanding the spherical harmonic encoding. Channel ordering standards (FuMa vs AmbiX) add confusion - some tools expect one format, some the other, and silent conversion creates spatial errors (up becomes down, front becomes back).

Phase issues are massive headaches with ambisonic recording. If microphone capsules aren't perfectly matched or calibrated, you get comb filtering and spatial errors when signals combine during decoding. Wind noise hits ambisonic mics especially hard because the multiple capsules capture wind turbulence at slightly different times, creating nasty artifacts. Always use windscreens outdoors and test calibration regularly with pink noise and known source positions.

Monitoring during recording is problematic because you can't hear ambisonic fields directly - they need decoding. Most ambisonic recorders provide binaural monitoring, but what you hear might not reflect problems in the actual B-format. Headphone tilt during monitoring gives false spatial impressions. Plus, many people work in ambisonic format without understanding spherical harmonics, leading to incorrect processing (rotating the wrong axes, improper normalization, etc.). The learning curve is steep and mistakes are hard to hear until final rendering.

Should I keep AMB format or convert for archival storage?

Keep AMB (or B-format as multichannel WAV) for any content with potential future reuse. The format flexibility is its main value - that ambisonic recording can later become binaural, stereo, 5.1, 7.1, Atmos, or future formats that don't exist yet. Once you decode to fixed channels, this flexibility is permanently lost. For professional VR work, acoustic research, or immersive music production, ambisonic masters are essential archives.

Storage is cheap compared to re-recording spatial audio. Even if you currently only need stereo, keeping the ambisonic master means you can re-render for new platforms (maybe Apple spatial audio, maybe some future VR standard) without quality loss. Convert to delivery formats (binaural MP3, stereo WAV, etc.) from the ambisonic master as needed. Parallel archiving strategy: lossless ambisonic master plus rendered formats for current distribution.

The exception: if storage is critically limited or you'll never use spatial audio features, converting to binaural stereo for archival is acceptable. A binaural render preserves spatial depth for headphones without ambisonic overhead. But for VR productions, location recordings with ambisonic mics, or spatial music - archive in ambisonic format. Future you will thank present you for keeping format flexibility. AMB files are how you future-proof spatial audio content.