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    Video streams

    Want access to streaming content? Here is a list of streams that you as a developer can test with. The following streaming protocols are available: MP4, HLS, DASH, Smooth. Feel free to copy the URLs and paste them into your favorite media player.

    Dolby Digital Plus 5.1 – AVC (H.264)

    Dolby Digital Plus 7.1 – AVC (H.264)

    Dolby Atmos – AVC (H.264)

    Dolby Digital Plus 5.1 – HEVC (H.265)

    Technology Info

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    For a more extensive list, visit

    disc.dolbycustomer.com

    Get help from the developer community

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    One of Dolby's goals is to work with the developer community. If you have questions, check out Stack Overflow. Hopefully you'll find your answer. If somehow you need help from us, we are here to help as well. You see that blue button that says "Ask a Question"? Go click on it and we'll get back to you ASAP.

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    Frequently Asked Questions

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    Why Has Dolby Launched the Dolby Developer Program?

    Dolby® Developer is an official Dolby hub for information, example code, and news for application developers. As we prepare new offerings and make them available, the Dolby Developer site will be the place where we share them with you. We strongly encourage you to sign up for access.

    Is There a Fee To Join the Dolby Developer Program?

    No, it is 100% free to join.

    Is the Dolby Developer Program Focused on Any Specific Operating System?

    Dolby is focusing on all operating systems. We have solutions for both Windows® 10, Android™, and Amazon Fire OS platforms.

    What Is the Difference Between Playback and Postprocessing?

    Playback simply involves playing one of the many files that have been encoded with Dolby Digital or Dolby Digital Plus™ from within your application. Postprocessing capabilities involve additional technologies and techniques that improve the audio experience and quality of the original file for the consumer.

    What Tools Can I Use to Encode My Content Into The Dolby Digital Plus Format For My Application?

    Dolby Developer offers free encoding for files up to 250 MB. After logging in, just click the "Utilities" tab at the top of this page. Be sure you're logged in - only registered Dolby Developer members have access to this program benefit.

    Larger jobs can be handled in two different ways. Developers are encouraged to set up a free account with Dolby's encoding partner, encoding.com. Additionally, entertainment content-authoring tools are commercially available today to encode content into the Dolby Audio™ (supporting Dolby Digital Plus) format.

    I'm a Mobile App Developer. Is There a Quick And Easy Way to Encode All My Assets?

    Dolby has a solution for Android and Fire OS developers: the Dolby Audio API. For more information, visit the Tools & Tech area of the portal.

    Dolby Digital Plus Is Now Supported on the Web. What Does This Mean?

    Dolby Digital Plus decoding capabilities now ship with Microsoft Windows 10 and Mac OS 10.11. This allows browsers that support this capability to play or stream media encoded in Dolby Digital Plus through the browser without the need for plug-ins (such as Flash, Silverlight, and so on). This includes local playback on your PC speakers and full multichannel surround sound playback on compatible connected devices.

    Which Browsers Support Dolby Digital Plus?

    Microsoft Edge and Safari 9 (on Mac OS 10.11 and later) currently support Dolby Digital Plus.

    Because Not All Browsers Support Dolby Digital Plus, Why Would I Want to Use the Dolby Format?

    We anticipate that Dolby Digital Plus will be included in more major browsers in the future. Dolby Digital Plus is the gold standard for delivering premium entertainment content. Content creators, broadcasters, and premium content services (such as Netflix, Vudu, iTunes, and others) deliver content encoded using Dolby technology to their users. If you want to deliver the best experiences to your customer, you should consider encoding your content in Dolby Digital Plus. It's simple to configure your web application to detect whether a user’s browser supports Dolby Digital Plus. Visit our browser page for more information.

    Do Users Require a Browser Plug-In to Play Dolby Digital Plus Content?

    No. Supporting browsers play Dolby Digital Plus content natively in the same way other audio codecs (AAC, for instance) are supported.

    What is The Dolby Audio API? What Does It Do?

    The Dolby Audio API is an Android API that allows app developers to leverage Dolby audio technologies built into the Kindle Fire™ HDX and Kindle Fire 8.9". As an app developer, you can choose from a set of audio profiles tailored to make your app sound great on an Amazon Kindle device.

    Are the Dolby Audio API and Its Respective Plug-Ins Free?

    Yes, the Dolby Audio API and its respective plug-ins are 100% free to use. App developers can use the Dolby technologies built into Dolby supported devices without any licensing fees, royalty, revenue share, or any other payments to Dolby.

    Does the Dolby Audio API for Android Have Extensions to Other Third-Party Tools?

    At Dolby, we understand that developers are using cross-platform tools. We have several plug-ins available for download on the Tools & Tech - Plug-Ins page.

    Is It Possible to Query the Current State of the Dolby Digital Plus Audio Engine From Within My Application?

    Yes, you can use the getProperty("dolby.ds.state") call.

    My App is Close to Shipping, and I'm Not About to Spend a Lot of Effort Adding Dolby Support to My App. How Easy is it to Integrate This into My App?

    The Dolby Audio API is a Java library intended for Android that you can add to your project. The API itself is simple and should take only 15 minutes to integrate.

    Sold! So What Are These "Audio Profiles," and How Do They Differ From One Another?

    Audio content comes from diverse sources with equally diverse characteristics. Dolby's audio processing algorithms apply audio enhancements based on the type of content. Simply put, we do different things to different types of audio to make it sound better.

    Dolby has created profiles for games, music, movies, and voice. Here's what these profiles do:

    • Music: Applies equalization and dynamic range control to enrich instrumental and vocal quality in recorded music
    • Movie: Enhances the dialogue focus while providing the best possible representation of the full dynamic range of the program
    • Game: Creates a simulated live space to best bring out the effect of fast-moving objects in the audio
    • Voice: Customized for the reproduction of speech patterns and the tonal range of the human voice

    Our APIs allow you to set one of these profiles for your app. If you're not sure which to use, try them all out and see which one sounds best for your app.

    I Use ProGuard Within My Application. Should I Be Aware of Any Specific Configurations?

    If you use ProGuard, make sure to do the following to avoid getting configuration errors:

    -dontwarn com.dolby.**

    -keep class com.dolby.** {*;}

    How Do I Use Dolby Digital Plus In My Windows Store App?

    The Tools & Tech section of the Dolby Developer site provides simple instructions for including Dolby Digital Plus in your application.

    Does The Use Of Dolby Digital Plus In Windows 10 PCs & Tablets Cover Windows Phone 10, Too?

    No, Windows 10 for Phones is a separate product and does not offer the same accessibility for Dolby Digital Plus technologies.

    Do I Need To Create A Separate Encoder For Dolby Digital Plus For Windows 10?

    No, your existing encoder used for Xbox® 360 apps or Blu-ray™ will work just fine.

    Does The Dolby Digital Plus Decoder In Windows 10 Also Decode (Play Back) Dolby Digital Content?

    Yes, both Dolby Digital and Dolby Digital Plus are supported by the Dolby Digital Plus decoder in Windows 10.

    I've Heard The Term PCEE In Connection With Dolby. Is This Technology Shipped As Standard In Windows 10?

    The Dolby Digital Plus decoder and Dolby Digital encoder are shipped as standard and are available for all developers on Windows 8. Dolby PC Entertainment Experience (PCEE) technology is an optional postprocessing technology that is available to PC manufacturers. More details about Dolby PCEE technology are available on Dolby.com.

    If I Use Dolby Digital Plus in My Mobile Application, Can I Use the Dolby and Dolby Digital Plus Logos?

    You can request a Dolby Trademark License Agreement (TMA) through the Logos & Usage section of this site. Once the online form is filled out, you will have access to logos and the Dolby Digital Plus for Mobile Applications Guidelines document.

    When I Submit My Dolby-Enabled Application to an Application Store, What Information Should I Include in My Description?

    Because Dolby technology is not on every device, we recommend you use one of the following:

    • Powered by Dolby® on supported devices
    • Play it in Dolby® on supported devices

    What Marketing Support can Dolby Provide to Me as an Application Developer?

    As part of the Dolby Developer program, we offer a range of options for marketing and promoting your app. These include but are not limited to co-branding on outreach and communications, event sponsorships and co-branding, placement of your corporate logo on our Partners page, and social media broadcast and campaigns.

    Is Dolby Interested in Sponsoring a Developer Community Event?

    We welcome the opportunity to learn about sponsorship opportunities for your developer event. Please get in touch through the Contact Us area of the Dolby Developer site.

    Can the Demo Videos On This Site Be Used Within or Associated With a Commercial Application?

    No, the Dolby sample videos upon this site cannot be used in any publicly commercial application, nor can they be associated with or used in the promotion of a commercially available application. The Dolby sample videos are made available to you for testing and demo purposes only.

    Is There a Licensing Fee for an Application Developer to Use Dolby Digital Plus Playback (decode) Functionality Within a Windows Store App?

    There is no licensing fee if you build an app that uses the Dolby Digital Plus decoder that is natively exposed in the official Windows 8 platform. You may build capabilities that use these Dolby technologies into your application.

    Is There a Licensing Fee for an Application Developer to Use Dolby Digital Encode Functionality Within a Windows Store App?

    There is no licensing fee if you build an app that uses the Dolby Digital encoder that is natively exposed in the official Windows 8 platform. You may build capabilities that use these Dolby technologies into your application.

    How Many Windows 8 Devices Include Dolby Digital and Dolby Digital Plus?

    Dolby Digital (AC-3) and Dolby Digital Plus (E-AC-3) technologies are included in all Windows 8 devices currently shipping in all territories. That includes devices with Windows RT and all tablets and PCs with Windows 8.

    I Have Already Finished my Windows 8 application. Is Extra Development Work Needed to Include Dolby Digital Plus?

    If your app is built using Microsoft® Media Foundation, switch the audio source to Dolby Digital Plus. More examples of the code needed are provided in Tools & Tech section of the site.

    My Group is an Integrator Company with Expertise in Deploying Solutions with Dolby Technologies. How Can We Be Listed in Your Partners Section?

    You can request inclusion by contacting us through our Contact Form. Please be sure to clearly state your company name, primary contact person, company email address, and company URL.

    Specs


    We try to keep it simple by providing audio solutions that just work, but sometimes it's necessary to know some of the details about the technology that you are using.

    Below you'll see the benefits of Dolby Digital Plus™ (EAC-3) technology. As a reminder, Dolby Audio™ is integrated into PCs, mobile devices, and tablets today.

     

    Feature Dolby Digital Plus Dolby Digital Dolby TrueHD
    7.1 Channels
    5.1 Channels
    Streaming download support Limited
    Adaptive bit-rate streaming
    Multiple BonusView™ support for Blu-ray™
    Automatic stereo downmix
    Support for mobile networks Limited
    Scalable for bandwidth-constrained applications
    Compression Lossy Lossy Lossless
    Data rates supported: Mono-Multichannel 32 kbps - 6 Mbps 32 - 640 kbps Up to 18 Mbps

    Glossary of Terms

    AAC

    Advanced Audio Coding; a perceptual audio coding system that is described by ISO/IEC 14496-3.

    AC-3

    See Dolby Digital.

    ASF

    Advanced Systems Format; a Microsoft® proprietary extensible file format that is used by the Windows® media framework to store synchronized multimedia data. It supports a number of audio encoding formats, including Dolby® Digital Plus™.

    Associated audio

    For broadcast content, an audio program designed to be reproduced simultaneously and mixed with another (main) program to produce a single program.

    Audio Description

    A supplementary service where additional content, such as a descriptive commentary for visually impaired people, is associated with a main audio program.

    AVC

    Advanced Video Coding; MPEG-4 Part 10, also known as MPEG-4 AVC, is an MPEG standard for video compression most commonly used for high-definition video, such as Blu-ray Disc™. MPEG-4 Part 10 is an ISO/IEC standard that was developed in cooperation with the International Telecommunication Union (ITU). The ITU designation for the standard is H.264.

    BSI

    Bitstream information; information included in an encoded audio bitstream that describes the audio (metadata) or provides instructions to a decoder (or other device in the audio reproduction chain) on how to process the audio. Dolby Digital BSI is detailed in ATSC A/52: 2012.

    Channel Configuration

    The first numeral represents the number of front channels, the second represents the number of surround channels, and the third represents the number of height channels. For example, 3/2/2 indicates that there are three front channels, two surround channels, and two height channels.

    Setting up your Home Studio

    Game Studio Services Program


    Our Dolby® Game Studio program can help ensure that you get the most successful results from Dolby technologies and your multichannel mix so that your audience receives the best audio experience possible.

    • Measurement and analysis of your development studios, and use of this data, with your input, to set a practical and achievable audio standard for such items as acoustic room tuning, reference recording levels, and reference SPL levels.
    • Consultation and referral services for acoustic design and audio hardware for your development studios.
    • Dolby Laboratories’ calibration for all completed facilities on an ongoing basis as determined by Dolby and you.
    • Please Contact Us for pricing and further information.

    Studio Design


    Bass Management

    Stereo requires the reproduction of signals from 20 Hz to 20 kHz. This is done with multi-way speaker systems, which use a combination of woofers and tweeters to achieve full-range response. These speakers are connected via a crossover network to route the appropriate frequencies to the various speakers in the system. This may be a two-way, three-way, four-way, or even-five way system, but in each case, the goal is to reproduce 20 Hz to 20 kHz evenly.

    read more

    Today's Dolby Digital consumer decoders include a bass management system to do just that. Just as with the old stereo and Dolby Surround systems, the goal is to be able to reproduce all frequencies within the system. The five main channels and extra LFE channel provide more possible combinations of speakers, including five full-range main speakers and a subwoofer for the LFE; five small speakers for the main channels and a subwoofer for both the LFE and bass redirected from all five main channels; and various combinations of the above examples.

    Studios must be able to reproduce all reasonable frequencies from each full bandwidth channel. Crossovers, subwoofers, and main speakers should work together to give flat response for each of the five main channels.

    Many manufacturers of near-field monitors make complementary subwoofers to complete the system. Larger rooms may dictate the need for more than one subwoofer to achieve adequate bass response.

    When using the LFE channel in a mixing situation, it is important to band-limit the information for this channel. During the Dolby Digital encoding process, the encoder will brickwall filter the LFE signal at 120 Hz. This is true for both professional Dolby Digital encoders, as well as the interactive encoders found in game consoles such as the Playstation 4 and Xbox One.

    Consumer decoders take the LFE signal and add any channels in need of bass management, as determined either by product design or user selection. The five main channels are then highpass filtered at either a fixed frequency of 80 Hz or a selectable frequency of 80, 100, or 120 Hz. The summation of the LFE and any other channels is lowpass filtered at the same frequency.

    While the Dolby Digital encoder and decoder together will handle bass management in decoding, it is often not feasible to use them in this way when mixing, due to the delay through the encoding and decoding process. Therefore, it is necessary to have a separate crossover system in place to handle the bass management. Many manufacturers now offer such devices for this purpose.

    To replicate what the consumer will hear, a third-order (minimum) 80 Hz filter in the LFE audio signal path to the recorder is recommended. It is advisable to include this filter in the console output before the monitor such that both the recorded information and the heard information are band-limited. Failure to include this filter will result in hearing substantial bass information above 80 Hz in the mix that will not be present in the Dolby Digital encoded version.

    Room Calibration

    Once the ability to reproduce all frequencies in each channel has been met (as described in the Bass Management section), the room must be calibrated. For each of the five main channels, pink noise is adjusted for 79 dB C-weighted slow. Many developers might find this level too loud, and may need to calibrate to a lower level.

    read more

    The LFE channel is calibrated such that each 1/3 octave band between 20 and 80 Hz is 10 dB higher than the equivalent 1/3 octave bands for any of the full-range speakers, assuming that the full-range speaker is ideally flat. This level is read from a real-time analyzer (RTA), rather than a sound pressure level (SPL) meter.

    If an RTA is not available, an SPL meter may be used to approximate the level. If an SPL meter is used with band-limited pink noise, then calibrate the subwoofer between 4 and 6 dB (C-weighted slow) higher than any of the full range speakers.

    A properly calibrated room will result in mixes that will sound correct when played back in a consumer environment. An improperly tuned room will result in mixes that will sound fine in the mixing facility, but will be incorrect in other situations. Using the guidelines above will result in a properly tuned room.

    Speaker Setup

    The following guidelines offer commonly accepted practices for setting up multichannel audio monitoring systems for game creation.

    Front Speakers

    Multichannel sound systems add a Center speaker to the Left/Right (L/R) pair used in stereo systems. To promote good imaging, all three speakers should be identical, just as conventional Left and Right stereo speakers must be matched. If all three cannot be the same model, the Center speaker may be a smaller model from the same product line.

    read more

    The front speakers should be equidistant from the listener, with their acoustic centers in the horizontal plane—that is, on-axis to the ear.

    The Center speaker may need to be positioned above or below a video monitor, forcing the acoustic centers of the three front speakers out of alignment. If this occurs, attempt to situate the speakers so the tweeters are in as close to a horizontal straight line as possible. This may require either an inverted or lateral orientation of the Center speaker, as well as rotating the tweeter (when possible) to maintain the proper dispersion characteristic.

    If the Center speaker is not equidistant with the L/R pair, signal delay may be used to obtain coincident arrivals.

    All front speakers must exhibit the same acoustic polarity. It is highly recommended that electronic signal polarity be maintained throughout the entire monitoring system.

    Surround Speakers

    Whenever possible, use the same speakers all around to achieve uniformity. If this is not feasible, the surround speakers may be smaller than the front speakers but should maintain the same character—for example, they might be smaller speakers from the same manufacturer.

    read more

    The front and surround speakers should be equidistant from the listener, with their acoustic centers in the horizontal plane that is on-axis to the ear.

    The surround speakers should achieve coincident arrival with the front speakers either as a result of equal path lengths or through alignment with signal delays.

    The Surround speakers must exhibit the same acoustic polarity as the front speakers. It is highly recommended that electronic signal polarity be maintained throughout the entire monitoring system.

    Subwoofer(s)

    The LFE channel requires the use of at least one subwoofer in the monitor system. It is equally important to include one or more subwoofers and bass management when some or all of the speakers may not cover the deepest bass in the game soundtrack.

    read more

    The bass from any channel that is not reproduced in the main speaker for that channel must be redirected to the subwoofer(s). There are now various products and techniques that handle bass management (crossover filters, bass mixing, and combining with the LFE channel in the proper mixing ratio) that can help achieve a proper monitor setup in the studio.

    It is essential to correctly integrate the subwoofer(s) with the main speakers to ensure a wide, smooth, and uniform frequency response from all five main channels. In addition, it is critical to have the LFE channel reproduced in the proper relation to the other channels.

    Positioning the subwoofer(s) often can be an arduous task and the relative location(s) will not be the same for all rooms. A certain amount of experimentation should be expected particularly when retrofitting an existing production room.

    Initially, place the subwoofer(s) near the listening position. Play program material with significant low frequency content and listen at likely subwoofer locations in the room. Locations delivering the smoothest bass response are apt to be the best choice for final subwoofer placement.

    Room Layout

    The International Telecommunications Unit, Radiocommunication Sector (ITU-R) has specifications for a listening room layout designed for the critical evaluation of multichannel programs. These recommendations are a good starting point for a mixing room setup as well. Aside from signal alignment, a specific geometry is described. With the Center speaker directly in front, position the L/R speakers 30 degrees from center (forming a 60 degree angle) and the Surround speakers 110 degrees off center.

    Using Dolby Logos

    Before you can acccess logos you must accept the logo usage conditions below, and fill out a little about yourself on the next page. Thanks!

    Consoles Mobile Browsers

    Using Dolby Mobile Logos

    Before you can acccess logos you must accept the logo usage conditions below, and fill out a little about yourself on the next page. Thanks!

    i accept the logo usage conditions cancel

    Using Dolby Console Logos

    Before you can acccess logos you must accept the logo usage conditions below, and fill out a little about yourself on the next page. Thanks!

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    Using Dolby Browser Logos

    Before you can acccess logos you must accept the logo usage conditions below, and fill out a little about yourself on the next page. Thanks!

    i accept the logo usage conditions cancel

    Thanks, please let us know a little about yourself:

    Please enter your company name.  
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    Please enter a zip/postal code.  
    Please select a Country.  
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    Please enter your Company Phone Number  
     
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    Mobile Logos | Go to Console Logos | Go to Browsers

    App Description

    The Dolby Digital Plus logos for mobile apps and games are now accessible. We ask that you include the following text within your Keywords and Descriptions when submitting your app/game to an App Store.

    - Powered by Dolby on supported devices -

    Logo Downloads

    Download All Logos

    Logo Usage

    Please refer to the following Usage Guidelines for logo parameters, sizing, color palette, and correct usage of Dolby Trademarks and Technology names. This is specific to Dolby Digital Plus for Mobile Applications

    Download Usage Guidelines

    Console Logos | Go to Mobile Logos | Go to Console Browsers

    Overview

    The Dolby Digital logos for console games are now accessible. Here you'll find access to both the white and black logo and the Usage/Trademark Guidelines.

    Please take a look and if you have any questions, feel free to contact us.

    Logo downloads

    Download All Logos

    Usage/Trademark Guidelines

    Please refer to the following Usage Guidelines for logo parameters, sizing, color palette, and correct usage of Dolby Trademarks and Technology names. Included in the *.zip file is a guideline for both Sony Playstation 4 and Microsoft XBox One

    Download Usage Guidelines

    Browser Logos | Go to Mobile Logos | Go to Console Browsers

    Dynamic Logos

    When using Dolby technology on your website, you have the option to use the Dolby logo via script, which eliminates maintenance when Dolby makes changes to the image. This method is easy, and requires only two steps:

      1.   Add the following script to load a copy of the Dolby Audio where you usually would add a graphic:

    <script src='http://embed.synqy.net/smartbrand/gYcK6zhX' type='text/javascript'></script>

      2.   Add the following text to your page, preferably in close proximity to the logo graphic.
        Powered by Dolby®

     

    Logo Graphics

    As an alternative to the script, you may also download the simple graphics below as well. Please be sure you place Powered by Dolby® in close proximity to the logo graphic.

    Logo graphic downloads

    download all logos (.zip)

    Logo usage

    Please refer to the Usage guidelines .pdf for logo parameters, sizing, color pallete, and uses of Dolby Trademarks and Technology names.

    download usage guidelines (.pdf)

    Dolby Audio Encoding Utility

    In an effort to help developers start providing professional-level audio before committing to a more robust solution, Dolby Developer provides free encoding for registered Dolby Developer members in a lightweight, easy-to-use tool that's entirely cloud based. Powered by Encoding.com, our utility encodes most standard file video and audio types in Dolby Digital Plus (Also known as ec3) while you wait.

    Log in to get access to the Dolby Encoding Utility

    Dolby Audio Browser Validator

    Press the play button to see if your web browser supports Dolby Audio.

    No Dolby Audio Support
    Start Test
    Scanning...

    What is ec3?

    Dolby Digital Plus, or Enhanced AC-3 (ec3), is an advanced audio codec designed specifically for evolving media. It can be used in smartphone apps, online streaming services, PCs, tablets, smartphones and home theaters. Dolby Digital Plus defines high-fidelity audio even at low bit rates, employing exclusive compression algorithms to efficiently reduce the file size of digital audio programs. This allows for easier transmission and storage while delivering multichannel capability to bandwidth-constrained applications, mobile networks, and Internet-delivered entertainment.