If I read that right they claim that they can deliver "spatial" audio via headphones using a multi-channel/object-based Dolby Atmos (as opposed to a binaural recording or something that else that is mixed for two channels ahead of time)
For years there has been talk about
https://en.wikipedia.org/wiki/Head-related_transfer_function
and for years I have tried demos that are unimpressive, particularly in favorable areas such as video games. Sure, with practice you can learn "sounds like I have a head cold" means "the audio source is supposed to be above my head" but it's nothing like real life.
I invite you to test out your own "spatial audio" abilities in your environment, including:
* locating sound sources within a few degrees and pointing at them
* your ability to estimate how far away sounds are
* your ability to sense walls in your environment from the sound of your footsteps reflecting off them and not walk into them
Every "spatial audio" technique (even binaural) is a pale shadow of your ability to localize sounds in an environment and simultaneously map the sound and the space that reflects the sound around it.What's certain is that the signal is going to get heavy processing that will damage it -- the whole point of HRTF is that the timbre of the sound is distorted by your outer ears fairly violently as a function of angle. The distortion is real, but the spatial perception isn't. (Other spatial audio tricks run into problems with coherence -- if you have two copies of the same note combined electronically or acoustically they will be in phase in some places and out of phase in other places... Just like the "speckle" you would see if you diffused a laser pointer and tried to use it like a flashlight)