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VBAP vs LBAP Panning Explained

An interactive visualisation comparing Vector Base Amplitude Panning (VBAP) and Layer-Based Amplitude Panning (LBAP) in a 7.1.4 speaker layout. Explore how each algorithm distributes audio to speakers.

15 min read
VBAP vs LBAP panning comparison in a 7.1.4 speaker layout

Both Orbit and Orbit Lite now support LBAP (Layer-Based Amplitude Panning) alongside VBAP (Vector Base Amplitude Panning). This post explains the difference — and lets you explore it interactively.


The Problem

When an audio object has a defined position in 3D space, the renderer needs to decide which speakers to activate and how much gain each one gets. For ear-level sources this is fairly straightforward, but elevated positions — especially those that don’t sit directly at a speaker — require the algorithm to make choices. Different algorithms make different choices, and the audible result can vary.

VBAP — Vector Base Amplitude Panning

VBAP connects all speakers into a triangulated mesh across the full sphere. For any source position, it finds the enclosing triangle and distributes gain across those three vertices.

This works well when sources sit cleanly inside a triangle, but can produce unexpected jumps when a source crosses a triangle boundary. A small change in position can shift which three speakers are active, causing an audible discontinuity — particularly noticeable with elevated or moving sources.

LBAP — Layer-Based Amplitude Panning

LBAP takes a different approach. Instead of a single mesh, it splits the speaker layout into horizontal layers — ear-level and height — and handles each independently:

  1. Determine elevation blend — how much energy goes to each layer based on the source’s height
  2. Pan within each layer — find the two nearest speakers in that ring and distribute gain between them

The result is smoother, more predictable panning behaviour for elevated sources. Within each layer, only two speakers are ever active, and transitions between layers are continuous.

Interactive Comparison

Drag the canvas to move the source in X/Y. Use the Z slider or scroll to adjust height. Watch how the active speakers and their gains differ between the two approaches.

VBAP
Triangulated mesh — active speakers from enclosing triangle
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LBAP
Layer decomposition — interpolates between elevation rings
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Source Ear-level speaker Height speaker Active (gain = size)
Drag canvas for X/Y · vertical slider or scroll for Z · +X right, +Y front, +Z up

Things to Try

  • Move the source to the origin (0, 0, 0) — VBAP picks an arbitrary triangle; LBAP smoothly distributes between the two nearest ear-level speakers.
  • Raise Z to maximum — VBAP activates a mix of ear-level and height speakers depending on the triangle; LBAP uses only the height layer.
  • Sweep the source in a circle at mid-height — watch VBAP’s active triangle jump between configurations, while LBAP transitions smoothly.

Both algorithms are available in Orbit and Orbit Lite. LBAP is now the default in Orbit Lite 1.0.2, with a VBAP/LBAP toggle in the footer bar.


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