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



  • INTRODUCTION

    1 - HOW WE CREATE A 3D SOUNDSCAPE OF THE WORLD

    • DIRECTION OF SOUND

    • HORIZONTAL RESOLUTION

    • VERTICAL RESOLUTION

    • FREQUENCY

    • DISTANCE PERCEPTION

    • THE SPACE IN SPATIAL SOUND

    • CONSCIOUSNESS

    • AUDITORY SCENE ANALYSIS

    • WHAT WE PAY ATTENTION TO

    • WHAT WE IGNORE

    • WHAT IS IMPORTANT TO LISTEN TO?

    • OBJECTIVITY AND UNIVERSALITY

    • HEAD BOBBING

    • MOVEMENT

    • SELECTIVE ATTENTION

    • MULTIMODAL PERCEPTION

    2 - BINAURAL SOUND

    • BUT WHY?

    • MICROPHONE DIRECTIVITY

    • CONVENTIONAL STEREO RECORDING

    • THE AB STEREO TECHNIQUE

    • THE XY STEREO TECHNIQUE

    • THE ORTF STEREO TECHNIQUE

    • THE MID-SIDE (MS) TECHNIQUE

    • BINAURAL RECORDING

    • USE YOUR HEAD

    • DIY HEAD

    • MINI BINAURAL HEADS

    • FULL-SIZE BINAURAL HEADS

    • WHAT'S THE CATCH?

    • NOISE AND ACOUSTICS

    • BINAURAL PANNERS

    • WHAT DO I NEED TO START PLAYING WITH BINAURAL SOUND?

    • ASMR

    • BINAURAL BEATS

    3 - USING BINAURAL SOUND IN AUDIO DRAMA

    • DRAMATIC POSSIBILITIES & PRACTICAL CONSIDERATIONS

    • THE CONVENTIONAL PROCESS OF AUDIO DRAMA PRODUCTION

    • HEAR, DON’T TELL - WRITING FOR SPATIAL AUDIO

    • PERSPECTIVE, PRESENCE AND INTERACTIVITY

    • THE DISCOVERY ADVENTURES

    • THE DARK IS RISING

    • SCRIPT CHOICES

    • TELL WHEN YOU CAN’T SHOW

    • RECORDING BINAURAL AUDIO

    • RECORDING ON LOCATION

    • SIGNAL VS NOISE

    • STUDIO RECORDING

    • JOURNEYS AND GEOGRAPHY

    • BINAURAL EDITING

    • MUSIC

    • PRODUCTION ELEMENTS

    • SFX

    • LIBRARY & RECORDED & SYNTHESISED SFX

    • FOLEY SFX

    • MIX, MASTER AND DELIVERY

    • DOLBY ATMOS FOR AUDIO DRAMA

    4 - USING BINAURAL SOUND IN THEATRE

    • THE ENCOUNTER

    • MACBETH

    • LEFT-CENTRE-RIGHT

    • LOGISTICS

    • BRING YOUR OWN DEVICE (BYOD)

    • WIRELESS HEADPHONES

    • WIRED HEADPHONES

    • VOLUME CONTROL

    • BRING YOUR OWN HEADPHONES (BYOH)

    • MAKING A WIRELESS SYSTEM WORK

    • USING WIRELESS AS A BACKUP SYSTEM

    • PRE-SHOW CHECKS

    • ACCESSIBILITY

    • HEADPHONE TYPES

    • ON-EAR HEADPHONES

    • OVER-EAR HEADPHONES

    • IN-EAR HEADPHONES

    • BONE CONDUCTION HEADPHONES

    • OPEN BACK VS CLOSED BACK

    • NOISE REDUCTION AND TRANSPARENCY

    5 - AMBISONICS, DYNAMIC BINAURAL SOUND AND 360° FILMS

    • MOVING BEYOND THE FIXED PERSPECTIVE OF BINAURAL

    • 360° FILMS

    • AMBISONICS

    • OTHER SOUND FIELD RECORDING TECHNIQUES

    • AMBISONIC TO BINAURAL SOUND

    • DYNAMIC BINAURAL SOUND

    • SIMULATIONS OF OTHER MICROPHONE TYPES AND FORMATS

    • AMBISONICS FOR INTERVIEWS

    • AMBISONIC PANNERS

    • SPAT, NON-SPAT AND HEAD-LOCKED STEREO

    • THE DECLINE OF 360° VIDEO

    • AMBISONICS AND SPEAKERS

    • IN CONCLUSION

    • WHAT DO I NEED TO START EXPERIMENTING WITH AMBISONIC SOUND?

    6 - VR, AR, MR AND GAME AUDIO TECHNOLOGY

    • WHAT’S THE DIFFERENCE BETWEEN VR, AR, MR AND XR?

    • THE GAME ENGINE

    • TIMELINES VS INTERACTIVITY

    • IN PURSUIT OF REPETITIVE BEATS

    • VR vs MR

    • REKORDER-LAND

    • WHAT DO I NEED TO START PLAYING WITH VR & AR?

    • HAPTICS

    7 - LOUDSPEAKER SPATIALISATION

    • GLORIOUS MONO

    • STEREO

    • QUADROPHONICS

    • THE LOUDSPEAKER SIDE OF THINGS

    • COMMON LOUDSPEAKER SYSTEMS

    • AT HOME

    • DEATH TO THE SMART SPEAKER, LONG LIVE THE HI-FI

    • IN THE CAR

    • UPMIXING

    • AMBISONICS AND SPEAKERS

    8 - CINEMA, HOME CINEMA AND THE RISE OF DOLBY ATMOS

    • CINEMA

    • 7.1

    • DOLBY ATMOS

    • OBJECTS AND BEDS

    • HOW WE USE SURROUND SOUND

    • WHY ISN’T DIALOGUE RECORDED WITH AN AMBISONIC OR BINAURAL MIC?

    • DOLBY ATMOS HOME ENTERTAINMENT - HOME CINEMA & TV

    • BEYOND CINEMA

    • WHAT DO I NEED TO START PLAYING WITH DOLBY ATMOS?

    • IMAX

    • DTS:X

    • THX

    • DVD & BLU-RAY

    9 - SPATIAL AUDIO FOR MUSIC PRODUCTION

    • SPATIAL SOUND FOR THE RECREATION OF THE PLAYING ENVIRONMENT

    • SPATIAL SOUND FOR THE MODERN AESTHETIC OF MIXING MUSIC

    • REMASTERING EXISTING ALBUMS IN SPATIAL SOUND

    • CREATING A NEW AESTHETIC IN SPATIAL SOUND

    • 8D AUDIO

    • STEREO VS SPATIAL MUSIC PRODUCTION - RECORD, EDIT, MIX, MASTER

    • RECORDING FOR SPATIAL MUSIC

    • MIXING ON SPEAKERS VS HEADPHONES

    • BINAURAL RENDER MODE

    • PANNER PAN LAW CONFUSION

    • WHAT CAN WE TAKE AWAY FROM THIS CONFUSING SET OF IMAGES?

    • SPATIALISING

    • EFFECTS

    • DYNAMICS

    • LFE

    • MASTER

    • TESTING

    • DISTRIBUTION - DD+ JOC AND AC4-IMS - AKA MORE TECHNICAL MALARKEY

    • LOUDNESS

    • WHAT DO I NEED TO START PLAYING WITH DOLBY ATMOS?

    10 - THEATRE AND CONCERTS

    • THEATRE

    • SURROUND SOUND

    • CONCERTS

    • SURROUND SOUND

    • EXIT NON-SPATIAL AUDIO, PURSUED BY A BEAR

    • SPATIALISED REVERB & VIRTUAL ACOUSTICS

    • LOCALISING PERFORMERS

    • LOCALISING MUSIC

    • BRING ME ALL THE SPEAKERS

    • HAMLET HAIL TO THE THIEF

    • HARRY POTTER AND THE CURSED CHILD

    • WAVE FIELD SYNTHESIS

    • FILTERING THE TRACKING SYSTEM

    • SPATIALISATION SYSTEMS

    • WHAT DO I NEED TO START PLAYING?

    • 11 - THE FUTURE


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.