A spinning vinyl record lit green in the foreground of a foggy brick railway arch, with a faint red glow outlining dancers in the dark.

Spatial Audio & Immersive Music for Deep Tech: Complete Guide

Spatial9 Team · · Updated · 14 min read

Part of the series Spatial audio and immersive music by genre.

Key takeaways

  • In a spatial deep tech mix the kick and rolling bassline stay locked in the centre, while the spoken vocal, percussion, dub stabs, hats, dub delays and atmosphere are spread through a dark room around the listener.
  • Dub delays work best raised behind the listener in deep tech, because the brain locates a sound by its first arrival, so the echoes can trail away overhead while the original stab stays put.
  • Sound arriving from the sides early after the direct sound makes a space feel wide and enveloping, which is why deep tech atmosphere and reverb should surround the listener rather than sit in front.
  • The deep tech immersion profile scores width 4, height 3, movement 3, low-end focus 5 and space 4 out of 5.

Deep tech sits between the warmth of deep house and the drive of tech house, with a darker, more hypnotic mood than either. It grew out of the UK and Ibiza underground in the late 2000s and 2010s, closely tied to warehouse parties and after-hours sets. The sound is minimal and patient: a tight kick, a deep, rolling sub bassline, crisp rim shots and percussion, short dub chord stabs drenched in delay, and the occasional dark spoken vocal phrase. With so few parts, the space between them matters as much as the sounds themselves, which is why deep tech is a natural fit for spatial audio. This guide covers how spatial audio for deep tech works, where to place each element and how to make an immersive deep tech mix. For the basics, see what spatial audio is.

Why deep tech is ideal for spatial audio

Deep tech relies on subtle detail: a delay tail fading out, a rim shot shifting slightly, a stab echoing into the dark. In stereo those details stay trapped between two speakers. In an immersive mix they can trail behind and above the listener, so the room itself becomes part of the groove.

The rule: a locked sub, a dark, drifting room. Kick and bassline never move, while dub echoes wander through the space.

Deep tech spatial mix placement map with kick and deep bassline centred, spoken vocal front left of centre, rim and percussion moving at front right, dub stab left, hats raised behind right, dub delay raised and moving behind left and atmosphere raised behind
A typical placement for immersive deep tech. A locked kick and sub with dub stabs and echoes drifting through a dark room.

Immersive music for deep tech: what listeners hear

Where to place each element in a deep tech mix

ElementPositionHeightWhy it works
KickFront centreEar levelTight, hypnotic pulse
Deep basslineCentreEar levelThe rolling heart of the track
Spoken vocalFront leftEar levelDark, close and minimal
Rim & percFront right, movingEar levelCrisp, shifting detail
Dub stabLeftEar levelMoody harmony
HatsBehind rightRaisedCrisp top end
Dub delayBehind left, movingRaisedEchoes that trail away
AtmosphereBehindRaisedAfter-hours fog

The psychoacoustics behind Deep Tech placement

Every position in the table above follows how the ear and brain locate sound. Here is the reason behind the main choices for Deep Tech.

The immersion profile for deep tech

Immersion profile for deep tech: width 4, height 3, movement 3, low-end focus 5, space 4 out of 5
Deep tech pairs a maximum low end with a wide, dark and deep space, and slow, dubby movement.

Low-end focus is at maximum because the rolling sub is the core of the track. Space is high because dub echoes and atmosphere fill the room. Movement stays moderate: deep tech is patient, so echoes drift slowly rather than fly around the head.

Tips for an immersive deep tech mix

  1. Keep the sub mono. The rolling bassline must stay identical from every direction.
  2. Use echoes as movement. Let dub delays carry the motion instead of moving the main parts.
  3. Keep it sparse. Every new part needs its own place, so leave empty space.
  4. Keep vocals close and dry. Spoken phrases should feel intimate against the dark room.
  5. Build the room slowly. Open the atmosphere gradually over the length of the track.
How a deep tech groove surrounds the listener in the sweet spot of an immersive speaker system
The listener sits in the middle of the dark room, just like in the sweet spot of an immersive speaker setup.

Dolby Atmos and object-based mixing for deep tech

Dolby Atmos mixes deep tech as a channel bed plus objects placed anywhere in the room. Most listeners will hear the mix on headphones through binaural rendering on Apple Music, Tidal or Amazon Music. Apple Music applies its own spatial renderer, so its headphone result can differ from the Dolby binaural render and should be checked separately. Spatial9 helps plan placements for every format so your deep tech track translates well across all systems.

A top down 7.1.4 room diagram showing deep tech bed channels like kick and atmosphere alongside objects like spoken vocal and dub stab.
A Dolby Atmos placement plan for deep tech with a solid front low end and wide dub echoes.

How the Atmos plan differs from the placement map. This Atmos plan differs from the Ambisonics map to suit object based mixing. The map placed the deep bassline behind the listener, but in Atmos the low end stays in the front bed to remain solid. The map placed hats raised and behind right, but this plan moves them to the side to avoid cluttering the rear. The dub delay moves backwards and upwards to add depth. The atmosphere uses the full bed rather than a single rear position.

Beds and objects for each deep tech element

ElementAtmos roleWhere it plays in 7.1.4Binaural modeWhy
KickBedCentre plus LFE (C + LFE)OffAnchors the groove in the centre and drives the subwoofer.
Deep basslineBedFront left and right (L/R) plus LFEOffKeeps the heavy low end solid and phase coherent across all playback systems.
Spoken vocalObject, small sizeEar level, front of the room, left (X -0.2, Y 0.7, Z 0)NearSits close and slightly off centre for an intimate dark feel.
Rim & percObject, small sizeEar level, front of the room, right (X 0.5, Y 0.6, Z 0)MidAdds crisp rhythmic detail to the right side of the front stage.
Dub stabObject, medium sizeEar level, middle of the room, far left (X -0.8, Y 0.2, Z 0)MidPulls the harmony wide to the left to contrast with the percussion.
HatsObject, small sizeRaised, middle of the room, far right (X 0.8, Y 0.2, Z 0.4)MidSits wide and slightly raised to keep the top end crisp and separate.
Dub delayObject, medium size, movingRaised, rear of the room, left (X -0.6, Y -0.5, Z 0.6). Moving: Drifts up and backwards into the dark corners of the room, ending at overhead, back wall, leftFarEchoes trail away behind and above the listener to create depth.
AtmosphereBedWhole 7.1.2 bedFarFills the entire room to create a dark and foggy after hours space.

Dolby Atmos settings for deep tech

Deep tech across immersive formats

FormatHow it carries soundWhat it means for deep tech
Dolby AtmosHybrid: a 7.1.2 channel bed plus up to 118 objects placed with X, Y and Z metadataDolby Atmos is hybrid, using a channel bed up to 7.1.2 alongside objects positioned with spatial metadata.
Sony 360 Reality AudioObject-based, built on MPEG-H 3D Audio: every sound is an object on a sphereSony 360 Reality Audio is object based and built on MPEG-H 3D Audio, placing every element on a sphere with no channel bed.
MPEG-H 3D AudioChannels, objects and Higher Order Ambisonics in one stream, with optional listener controlMPEG-H 3D Audio carries channels, objects and Higher Order Ambisonics, and lets listeners adjust the level or position of objects the producer allows.
Auro-3DChannel-based: a height layer above 5.1 or 7.1, with an optional overhead channelAuro-3D is channel based with a height layer above 5.1 or 7.1 and an optional overhead channel, using no objects.
Eclipsa Audio (IAMF)Channel-based and scene-based (Ambisonics) audio elements; no objectsEclipsa Audio is built on IAMF, which carries channel based and scene based audio but has no audio objects.
AmbisonicsScene-based: the whole sound field, decoded to any speaker layout or to headphonesAmbisonics is scene based, storing the whole sound field as spherical harmonic components decoded to any speaker layout or headphones.
ADM BWFOpen exchange file (ITU-R BS.2076 metadata in a BW64 file) for channels, objects and scenesMusic delivery to streaming services is an ADM BWF master at 48 kHz, 24-bit, with no more than 128 channels.

Delivery checklist for a deep tech Dolby Atmos release

Check that the integrated loudness is no higher than -18 LKFS and the true peak is no higher than -1 dBTP using ITU-R BS.1770 meters.

How to make immersive deep tech from stereo

Spatial9 can create spatial audio from a stereo track in a few steps:

  1. Upload your stereo master or your stems.
  2. Spatial9's AI separates and places each part, locking the kick and sub and sending echoes and atmosphere around you.
  3. Preview it in binaural on headphones.
  4. Export Eclipsa Audio, ADM, binaural or Ambisonics.
  5. Publish a video. Create a YouTube-ready video with your immersive audio and publish it directly.

For related guides, read spatial audio for tech house and spatial audio for minimal techno. Every guide is listed in spatial audio and immersive music by genre.

Frequently asked questions

Can I make a deep tech mix in Dolby Atmos or Eclipsa Audio?

Can I make a deep tech mix in Dolby Atmos? Yes. You can mix deep tech using a channel bed for the kick and sub, and objects for the percussion and dub delays. Remember that Dolby Atmos and Eclipsa Audio are separate deliveries because Eclipsa has no objects. An Atmos object mix must be rendered to channels or Ambisonics for Eclipsa. Also note the Apple Music caveat, as it applies its own spatial renderer to the headphone output.

Should deep tech elements be beds or objects in Dolby Atmos?

Should deep tech elements be beds or objects in Dolby Atmos? The heavy low end foundation of deep tech must stay in the bed. Place the kick and deep bassline in the centre or left and right channels with the LFE. Wide atmosphere and room reverbs also work best as full beds. Use objects for the spoken vocal, rim shots, hats and dub stabs. Objects allow precise placement off the walls and let dub delays drift through the room.

Does a deep tech Dolby Atmos mix also work for Sony 360 Reality Audio and MPEG-H?

Does a deep tech Dolby Atmos mix also work for Sony 360 Reality Audio and MPEG-H? No, they are different formats. Dolby Atmos uses a hybrid of a channel bed and objects. Sony 360 Reality Audio has no channel bed and places every element as an object on a sphere. MPEG-H 3D Audio carries channels, objects and Ambisonics. You will need to export separate masters or use a tool that translates your spatial placements across these different formats.

Is spatial audio good for deep tech?

Yes. Deep tech is minimal and detail-driven, and spatial audio gives every delay tail and percussion hit its own place in a dark, deep room.

How is deep tech different from tech house in spatial audio?

Deep tech uses fewer parts, a deeper sub and more dub space, so the mix relies on echoes and atmosphere. Tech house is busier, with more percussion swinging around the listener.

Where should dub delays go in immersive deep tech?

Behind and above the listener, moving slowly. The original stab stays in place while its echoes trail away into the room.

Can I convert a finished deep tech track to spatial audio?

Yes. Spatial9 uses AI to generate an immersive mix from a stereo master and exports it as Eclipsa Audio, ADM, binaural or Ambisonics.

Does immersive deep tech work on normal headphones?

Yes. The mix is rendered binaurally, so the dub echoes and deep sub work on any regular headphones.

Dolby and Dolby Atmos are trademarks of Dolby Laboratories. 360 Reality Audio, Auro-3D and other format names are trademarks of their respective owners. Spatial9 is not affiliated with or endorsed by Dolby Laboratories or these companies.

Sources

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  10. Production Expert. Mixing Dolby Atmos on headphones: a professional guide. production-expert.com. Binaural render modes Off, Near, Mid and Far.
  11. Universal Music Group. Content Guide: Dolby Atmos servicing asset specifications. contentguide.universalmusic.com. ADM BWF, 48 kHz, 24-bit, 128 channels, binaural metadata and -18 LKFS.
  12. International Telecommunication Union. Recommendation ITU-R BS.2076: Audio Definition Model.
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  15. International Telecommunication Union. Recommendation ITU-R BS.1770: Algorithms to measure audio programme loudness and true-peak audio level.
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