https://en.wikipedia.org/wiki/Wave_field_synthesis
http://www.eliasmerino.com/structural-wfs.html
https://audioxpress.com/news/holoplot-launches-wavefield-syn...
Maybe overkill for movies but for VR immersion that could be fantastic, especially if the modules could be rigged to use Bluetooth 5.0 so that they would only need to be paired to your computer and mapped out in software the way multiple monitors are mapped out in windows.
Plus, given enough calculation and precision, you could create areas that are nearly sonically separated from each other using wave cancellation, and as people move through the space it would change the sonic characteristics of the space and create new vibes.
There's a lot of untapped awesomeness in the audio world, we just need to tools to craft them
Maybe other people feel it, but I do not.
Having said that, I suppose Atmos already implicitly supports it, isn't the idea of it that you can put speakers wherever you want and it remixes appropriately? So if your recording was sufficiently granular that dialogue isn't just all vaguely 'at the front' it could already split between say five (corners & middle) 'centres'?
No, Atmos has some tolerance for speaker placement but the general positions are somewhat strict (i.e. 1 Front Center, 2 Stereo Fronts, ...). The idea of Atmos is that given a correct sound setup, a sound can be positioned as an Object in 3d Space within the sound bubble. And that only works to a certain degree. If you want a strong 3D sound effect, the Object pretty much needs to be moving (bullets swishing beside your ear). Static Objects are still somewhat restricted to the edges of the bubble or at least i can hear the 3d effect breakdown when static objects are placed in 3d space as opposed to moving objects
My receiver has 13 outputs (11 amplified, 2 sub at line level) but I use a 5.1.2 configuration, in a relatively small listening room, and I don't know where I could add more speakers without rebuilding the walls and the ceiling.
Still, I bet most spatial audio systems will use software and fewer drivers ( potentially these drivers) to create the intended effect.
It just costs too much to wire all them up.
With that setup you could encode hundreds of channels in a single wire and each embedded controller would be responsible do decode it's addressed channel(s) to send to it's respective "speaker(s)". If the signal produced isn't high enough, you may also add in some small amplification stage in the embedded chip.