Immersive Audio: Spatial Mixing Basics

Immersive Audio: Spatial Mixing Basics

By James Hartley ·

What Is Spatial Audio?

Spatial audio places sound sources in three-dimensional space. Formats like Dolby Atmos, Sony 360 Reality Audio, and Apple Spatial Audio all use object-based mixing to achieve this.

Stereo vs Object-Based Mixing

In traditional stereo, you pan sounds between two speakers. In object-based mixing, each sound source is an independent object with its own position metadata (X, Y, Z coordinates). The renderer adapts the mix to whatever speaker array the listener has.

Setting Up a Dolby Atmos Session

In Pro Tools or Logic Pro, enable the Dolby Atmos renderer. Create a 7.1.4 bed (the base channel layout) and add object tracks for elements that need precise positioning. The bed handles ambient elements; objects handle featured sources like lead vocals.

Panning in 3D Space

Use the Atmos panner plugin to position each object. Think in layers: ground level for rhythm section, slightly elevated for vocals, overhead for reverb tails and effects. Avoid placing everything at ear height.

Binaural Monitoring on Headphones

The Atmos renderer includes a binaural output mode for headphone monitoring. This simulates speaker positions using HRTF (head-related transfer functions). Check your mix in binaural mode since most consumers will listen on headphones.

Delivery Formats

Export your Atmos mix as an ADM BWF file for streaming platforms. Apple Music, Tidal, and Amazon Music all accept Dolby Atmos masters. Spotify launched Atmos support in 2025, expanding the audience further.