IMMERSIVE SPATIAL SOUND

AUDIO DRAMA | MUSIC PRODUCTION | THEATRE | concerts | CINEMA | VR, AR, MR, AND XR

A Guide to Creating 3D Sound in Live, Recorded and Digital Environments

IMMERSIVE SPATIAL SOUND offers clear, practical advice on how to master the tools and techniques for creating 3D sound in your live and recorded work. Written for sound designers and audio professionals in all industries, this guide demystifies the concepts behind spatial audio, from binaural and ambisonics to Dolby Atmos and object-based sound. Real-world case studies highlight the challenges, technologies and creative strategies used by leading practitioners. Packed with expert tips, troubleshooting insights and industry-tested workflows, Immersive Spatial Sound is the go-to reference for bringing depth, direction and drama to every sound you create.

INSIDE, YOU'LL FIND:

  • Step-by-step techniques for recording, editing and mixing immersive audio

  • Deep dives into the spatial tools used in theatre, live events, audio drama, cinema, and music production

  • A breakdown of VR, AR, MR, and XR audio workflows

  • Tips on interactivity, listener perspective, and spatial realism

  • Case studies from high-profile projects, revealing the problems encountered and creative solutions

A new book coming in May 2026, published by Crowood Press




ERRORS AND CORRECTIONS

  • On page 98 and page 142 some QR codes have been incorrectly placed, which don’t have corresponding audio examples on this website.

  • If you spot any other errors, please let me know.


ADDItIONAL RESOURCES AND AUDIO EXAMPLES

The book contains QR codes that link to specific chapters containing audio and video examples of the concepts discussed. Some additional resources are below.


Comparing the spatial resolution of different systems

Note, number of channels does not equate to number of loudspeakers.: many systems drive multiple loudspeakers from one channel. Ambisonic systems have a different correlation between channels and loudspeakers where, for example, a first order ambisonic loudspeaker uses 4 channels of sound but would typically use 8 individually amplified loudspeakers for playback.

The higher the spatial resolution the more accurately a system can place a point source sound in space around us, albeit subject to many caveats.

Binaural sound over headphones isn’t mentioned in this chart, although it can create results that seem to compare with Fifth Order ambisonics, though this will vary from individual to individual.