What is Windows 11 multi-output audio and how to use it?

Last update: 26/09/2025
Author Isaac
  • Windows 11 try “Audio Sharing” to duplicate a source to two outputs, still no official date.
  • Spatial sound (Sonic/Atmos/DTS) depends on apps that use the API; it doesn't virtualize everything by default.
  • You can currently route via app and use Voicemeeter/Realtek to cover multi-output until native support is available.

Multi-output audio in Windows 11

En Windows 11 is increasingly being talked about multi-output audio, but it's not always clear what exactly it refers to: duplicating the same sound on multiple devices at once, or managing 3D audio for headphones with technologies like Windows Sonic or Dolby Atmos? The confusion is normal, because several different functions coexist, and sometimes expectations don't match what the system actually does.

In this guide we explain in detail what is and what is not the multi-output audio in Windows 11, the current status of the function to send the same signal to multiple outputs (including the new feature that Microsoft is testing), how to activate spatial sound for headphones, what alternatives you have right now if you are looking to duplicate audio or route by application, and how to solve typical driver problems when the sound resists.

What does “multi-output audio” mean in Windows 11?

When people ask about multi-output audio Typically, it pursues one of two goals: 1) sending the same sound simultaneously to multiple devices (e.g., monitor speakers via HDMI and a Bluetooth speaker); 2) assigning different apps to different outputs (e.g., music to speakers and voice chat to headphones). These are separate needs, and Windows 11 handles them differently.

The second option (per-app routing) already exists: from the advanced mixer, each app can choose your output device independently. The first (duplicating the same flow in two or more outputs) is precisely the one that historically No. has been available natively, forcing the use of third-party software or solutions hardware different

The news is that, in Insider builds, Microsoft is testing a feature called Audio sharing accessible from the taskbar volume control. This option allows you to select multiple outputs for the same source, very directly and without setting up complex mixers.

According to screenshots circulating on the dev channel, the interface shows two main inputs: Project y Audio sharing. When you open the second one, all available outputs appear and you can choose up to two devices at the same time (it's unclear whether this limit is temporary or permanent). Microsoft hasn't announced a release date for all users yet, nor has it detailed Bluetooth compatibility, so we're talking about a hidden feature in testing.

Spatial sound vs. multichannel virtualization for headphones

It is advisable to separate the multi-output (duplicate) from the spatial sound on headphones. Virtualization for headphones relies on HRTF (Head-Related Transfer Function) to create a 3D experience. Back in the days of Windows XP with Sound Blaster X‑Fi cards, there were two typical scenarios: virtualizing pre-mixed multichannel content (movies and games with 5.1/7.1 output) to headphones, or rendering 3D audio from positional voices from APIs like DirectSound3D u Openal.

With Windows 7/10 the landscape changed: support for hardware acceleration for DirectSound3D was retired, forcing workarounds in older games. OpenAL can still be hardware accelerated on a case-by-case basis, but it is no longer the norm. Instead, Windows introduced a modern spatial sound API that allows HRTF rendering with windows sonic, Dolby Atmos or DTS.

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In theory, if a game or app uses the new spatial API, Windows takes care of it. position the audio in 3D for headphones. However, if the content doesn't use that API, enabling Sonic or Atmos doesn't guarantee perceptible virtualization. Some users, when testing multi-channel videos (e.g., on YouTube) with "spatial sound" enabled, don't notice any differences compared to pure stereo.

Practical examples described by the community: the typical test of left/right speaker It produces sound exclusively in the corresponding channel with no perceptible “bleed” into the other ear; passages that should shift from “front center” to “rear center” show no clear change; and third-party software like Nahimic, even when advertising virtual surround sound, can deliver similar results (with little to no noticeable virtualization for such clips).

How to enable Windows Sonic or Dolby Atmos for headphones

Even with the above, activating spatial sound is useful for compatible games and appsIn Windows 11, the process is straightforward and it's a good idea to have it enabled if you're looking for 3D positioning in headsets.

  1. Open Settings: Start > Settings > System > Sound.
  2. Under Output Devices, select your playback device (headphones/headsets).
  3. In Device Properties, choose Windows Sonic for Headphones within Spatial Sound and Apply the changes.

If you prefer other options, install apps from the Microsoft Store. DolbyAccess o DTS SoundUnbound. In some cases, these require licensing (for example, Dolby Atmos for headphones requires activation), and you'll only see clear benefits in content that properly leverages the spatial API.

Practical advice: To evaluate the real effect, look for games that declare support Explicit Windows Sonic/Dolby Atmos/DTS Headphone:X. Web videos with stereo tracks or 5.1 mixes that don’t go through the spatial API aren’t always suitable as a reference. Lack of cross-filtering or channel differences can be normal for such tests.

Sending the same signal to multiple outputs: Native function status

Sending a single audio stream to two or more outputs at once has been a historical lack Windows. The feature being tested within the Insider Channel aims to address just that: marking two devices to “hear the same thing” without relying on mixers.

At the moment, what has been seen is an option of Audio sharing accessible from the quick volume panel. The selection appears to be limited to two simultaneous outputs, something that may change before public release. There is no official confirmation on whether it will work interchangeably with wired and wireless devices. Bluetooth, although it would be logical.

Important: Microsoft has not documented this in release notes, so there is no guarantee of final availability or timing yet. In the past, similar hidden features have made it into the stable release, such as the RGB lighting management integrated, so there are positive precedents.

If you're using Windows 10, don't wait for this update. The system is in extended support and is no longer receiving updates. audio functions new ones of this type. In this case, the alternative is external software or physical solutions.

Alternatives today: third-party software and physical solutions

While waiting for the native function to duplicate outputs, you can use utilities like Voice meeter o Audio RouterThe first is a very powerful virtual mixer, designed for creators and professionals; it allows you to clone audio to multiple devices, insert effects, and control latency. The second offers simpler routes for assigning audio from apps to specific outputs.

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Please note that Voicemeeter and similar solutions add complexity and latencyIf your priority is to have multiple devices play in sync (for example, monitor speakers via HDMI plus a Bluetooth speaker), adjusting buffers and exclusivity modes may be essential to avoid echoes or phase lag.

If you just want to duplicate an analog output, a 3,5 mm splitter It can be sufficient and very cheap. It's the "no-brainer" option: a simple passive splitter powers two pairs of speakers/headphones simultaneously, but without independent volume control or phase correction.

In more advanced scenarios (for example, sending audio to a DAC/USB and to the TV via HDMI at the same time) the mixing software is again more reliable, since the default system only allows you to choose a playback device global at once.

A common scenario: users with multiple monitors with integrated HDMI speakers want to create a sort of “home surround” by assigning each monitor to a different channel, while a main speaker handles the bass. With DJ tools, it’s possible to route multiple outputs, but on Windows it’s generally best to start from routing software that allows mapping channels and correcting latencies.

Application Routing with the Windows 11 Mixer

While it doesn't duplicate audio itself, the Windows 11 mixer lets you assign app by app a specific output, which in many cases solves the need to separate sources: music on one side, game on the other, chat through headphones, etc.

  1. Open Settings and go to Sound.
  2. Scroll down to Advanced Sound Options and tap on App volume and device preferences.
  3. For each program listed, choose your output device and, if applicable, also the entry fee.

This method does not create a copy of the same audio in two destinations, but it does allow, for example, the navigator Use the monitor speakers while the game plays through your headphones. If your hardware supports it, it's a stable and native way to set up your listening environment without installing anything extra.

Driver Options: Realtek and Internal/External “Dual Streaming”

Some sound chips (especially Realtek) offer custom settings for simultaneous playback on internal and external outputs. In the Realtek Audio Console/Control app, an option such as “Play internal and external output devices” may appear. simultaneously in two different audio streams.”

If your system includes it, check it. It allows, for example, the built-in speakers and the headphone jack to play simultaneously (as two independent streams). Then, by combining it with the Windows Mixer, you can assign apps to one or the other, achieving results close to multi-output without resorting to large mixers.

Note: This option depends on the hardware and the driver package. If you don't see it in the Realtek Audio Console, it's either because your motherboard/motherboard doesn't support it, or you're using the generic Windows driver, which doesn't include those additional features.

Those who have shared guides from Japan and other countries insist on this approach: enable “double flow” if available and then, from Volume and device In Settings, define the destination per application to take advantage of both outputs in parallel.

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Does Windows Sonic/Dolby Atmos virtualize multichannel to headphones?

Depends on type of contentMicrosoft Sonic, Dolby Atmos, and DTS can virtualize positioning when the stream arrives via the spatial API. If the content you're playing is stereo video or packaged 5.1 audio that doesn't support the spatial API, the "virtualization" may be subtle or nonexistent.

In fact, there are users who have tried YouTube clips with channel tests and do not notice any crosstalk nor front/rear differentiation using Sonic/Atmos. That doesn't mean it doesn't work, but that the content doesn't activate the correct spatial path. Games that implement the spatial API tend to show clearer improvements in localization and height.

In the era DirectSound3D and OpenAL with X-Fi cards, the card rendered positional voices to HRTF headphones very consistently. Today, the Windows Spatial API fulfills that role, but only if the app uses it. Windows doesn’t offer a universal “translation layer” that converts all older DS3D to the modern API; for older games, there are specific patches and wrappers.

If your priority is to always have any multi-channel source “virtualized” to headphones, consider third-party solutions with Dedicated HRTFs or pipelines that capture 5.1/7.1 and convert it to binaural, knowing that the quality will depend on the content and implementation.

Troubleshooting: Drivers and Audio Stability

If you notice sound glitches, dropouts, devices not appearing, or spatial sound not being applied, it's a good idea to review the ControllersAn outdated or corrupted driver can block key functions (including multi-output on chips with special options).

Update the driver automatically from the Device administrator: Expand “Sound, video and game controllers”, right-click on your device (speakers/headphones/card) and choose “Update driver” > “Search automatically for drivers”.

If there are no new versions, visit the website of the Manufacturer (motherboard, laptop, or sound card) and install the latest package. Sometimes, the OEM driver includes additional modules (such as the Realtek console) with tweaks that the generic Windows driver doesn't offer.

If the problem persists, uninstall the audio device from Device Manager (checking “Delete the driver software for this device” if it appears) and restart your PC so that Windows can reinstall it cleanly.

Another way is to use the generic controller Windows: Under “Update Driver,” choose “Browse my computer for drivers” > “Let me pick from a list of available drivers” and select the generic driver. This is useful for ruling out OEM version conflicts.

If the audio has stopped working after a Windows update, try “Rollback driver” on the Driver tab of the Sound Device Properties. If that option doesn't appear or doesn't fix the problem, restore your system to a restore point created before the problematic update.