A dimly lit studio with a mixing desk and tape echo unit in the foreground, blue-green haze filling the room and faint glowing rings of light floating in the air.

Spatial Audio & Immersive Music for Dub Techno: Complete Guide

Spatial9 Team · · Updated · 15 min read

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

Key takeaways

  • In a spatial dub techno mix the kick and sub bass stay centred and the dry chord stab sits just in front, while stab echoes, delay tails, reverb, hats, rim shots and hiss spread around and above the listener.
  • Dub techno echoes can drift away from the chord without pulling it along, because the brain fixes a sound's position by its first arrival, which is known as the precedence effect.
  • Reverb arriving from the sides and above makes a space feel enveloping, which is why the dub techno reverb wash should surround the listener rather than sit in front.
  • The dub techno immersion profile scores width 5, height 4, movement 3, low-end focus 4 and space 5 out of 5.

Dub techno took shape in Berlin in the early 1990s, when the duo behind the Basic Channel label began releasing records from 1993 that joined the pulse of Detroit techno to the studio methods of Jamaican dub. Dub producers of the 1970s had treated the mixing desk as an instrument, throwing parts into tape echo and spring reverb and pulling them back out again. Dub techno applies that idea to a four to the floor groove. The sound is calm and hypnotic: a soft, round kick, a deep sub bass, quiet hats and rim shots, and a single minor chord stab that is filtered, delayed and reverbed until it becomes a cloud. Hiss and crackle often sit underneath. Because the echo is the music, dub techno is one of the most natural genres for spatial audio. This guide covers how spatial audio for dub techno works, where to place each element and how to make an immersive dub techno mix. For the basics, see what spatial audio is.

Why dub techno is made for spatial audio

In stereo, every dub techno echo has to fit between two speakers, so the delays pile up and the chord can sound muddy. In an immersive mix the original stab can stay in one place while each repeat moves further away, to the side, behind and above. The listener hears the echo travel through a room, which is exactly what the genre has always tried to suggest.

The rule: a still pulse, a moving echo. The kick, sub and dry stab stay put, and only the delays and reverb move and spread.

Dub techno spatial mix placement map with kick and sub bass centred, chord stab front left of centre, hats front right, rim shot right, stab echoes moving at left, delay tails raised and moving behind right, reverb wash raised behind left and hiss and crackle raised behind
A typical placement for immersive dub techno. A steady kick and sub with chord echoes spreading out and dissolving into a raised fog of reverb.

Immersive music for dub techno: what listeners hear

Where to place each element in a dub techno mix

ElementPositionHeightWhy it works
KickFront centreEar levelSoft, hypnotic pulse
Sub bassCentreEar levelWarm, steady foundation
Chord stabFront leftEar levelThe dry source of every echo
HatsFront rightEar levelLight, steady timekeeping
Rim shotRightEar levelSparse, dry accent
Stab echoesLeft, movingEar levelRepeats that slide away from the stab
Delay tailsBehind right, movingRaisedEchoes fading into the distance
Reverb washBehind leftRaisedThe dub chamber around you
Hiss & crackleBehindRaisedAnalogue haze above the groove

The psychoacoustics behind dub techno placement

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

The immersion profile for dub techno

Immersion profile for dub techno: width 5, height 4, movement 3, low-end focus 4, space 5 out of 5
Dub techno pairs maximum width and space with a warm, steady low end and slow, drifting movement.

Width and space are at maximum because echoes and reverb are the heart of dub techno and can fill the whole room. Height is high, with tails and hiss floating above. Movement stays moderate because the motion comes from slowly drifting echoes, not from fast pans. Low-end focus is strong but not extreme, since the dub techno sub is soft and round rather than pounding.

Tips for an immersive dub techno mix

  1. Keep the source dry and still. Let the chord stab stay in one place so its echoes have something to move away from.
  2. Spread each repeat further out. Place later delays wider, further back and higher than earlier ones.
  3. Move slowly. Dub techno is patient, so any echo movement should take bars, not beats.
  4. Keep the sub mono and warm. The low end must feel the same from every direction.
  5. Lift the haze. Put hiss, crackle and the top of the reverb above the listener rather than in front.
How dub techno echoes are squeezed between two speakers in stereo and spread around the listener in a spatial mix
In stereo, dub techno echoes pile up between two speakers. In spatial audio they can spread out and drift around the listener.

Dolby Atmos and object-based mixing for dub techno

Dolby Atmos mixes dub techno using a channel bed for the foundation and objects placed anywhere in the room for precise elements. Most listeners will hear the result on headphones through binaural rendering on services like Apple Music, Tidal and Amazon Music. Apple Music applies its own spatial renderer, so its headphone result can differ from the Dolby binaural render. Spatial9 helps plan placements for every format, ensuring your dub techno mix translates well whether played on a full speaker system or a standard pair of headphones.

A top-down diagram of a 7.1.4 Dolby Atmos room showing dub techno bed channels for kick, sub bass, reverb and hiss, alongside objects for the chord stab, hats, rim shot, stab echoes and delay tails.
Dolby Atmos dub techno placement with low end in the bed, dry objects in front and moving echoes behind.

How the Atmos plan differs from the placement map. This Atmos plan differs from the Ambisonics map mainly in the low end and room depth. The map placed the sub bass behind the listener, but in Atmos, low end stays in the front bed with the LFE channel. Atmos also has true room depth, so objects are pulled off the walls rather than sitting on the perimeter. The reverb wash is routed to a full bed rather than placed behind left, creating a truly enveloping space.

Beds and objects for each dub techno element

ElementAtmos roleWhere it plays in 7.1.4Binaural modeWhy
KickBedCentre plus LFE (C + LFE)OffKick needs a solid foundation in the centre and subwoofer.
Sub bassBedCentre plus LFE (C + LFE)OffSub bass stays central and mono to keep the low end grounded.
Chord stabObject, small sizeEar level, front of the room, left (X -0.3, Y 0.7, Z 0)MidThe dry stab sits slightly left to anchor the echoes.
HatsObjectEar level, front of the room, right (X 0.4, Y 0.7, Z 0)MidHats sit right to balance the chord stab on the left.
Rim shotObjectEar level, middle of the room, far right (X 0.8, Y 0.2, Z 0)MidA dry accent placed wide right to contrast the central groove.
Stab echoesObject, medium size, movingEar level, front of the room, left (X -0.6, Y 0.4, Z 0.2). Moving: Drifts slowly backwards and upwards as the delay feedback continues, ending at raised, rear of the room, far leftFarEchoes move away from the dry stab to create space.
Delay tailsObject, medium size, movingRaised, middle of the room, right (X 0.6, Y -0.2, Z 0.6). Moving: Floats towards the rear ceiling as the repeats dissolve, ending at overhead, rear of the room, rightFarTails rise and move behind to surround the listener.
Reverb washBedWhole 7.1.2 bedFarA full bed surrounds the listener in the dub chamber.
Hiss & crackleBedOverhead bed pair (Ltm/Rtm)FarHeight channels carry the analogue haze above the main groove.

Dolby Atmos settings for dub techno

Dub techno across immersive formats

FormatHow it carries soundWhat it means for dub techno
Dolby AtmosHybrid: a 7.1.2 channel bed plus up to 118 objects placed with X, Y and Z metadataDolby Atmos is hybrid, allowing dub techno to use up to a 7.1.2 bed for the groove and up to 118 objects for echoes.
Sony 360 Reality AudioObject-based, built on MPEG-H 3D Audio: every sound is an object on a sphereSony 360 Reality Audio has no channel bed, so every dub techno element becomes an object on a sphere around the listener.
MPEG-H 3D AudioChannels, objects and Higher Order Ambisonics in one stream, with optional listener controlMPEG-H 3D Audio carries channels, objects and Ambisonics, letting listeners adjust the level of dub techno objects if the producer allows it.
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, meaning dub techno height comes from fixed channels rather than objects.
Eclipsa Audio (IAMF)Channel-based and scene-based (Ambisonics) audio elements; no objectsEclipsa Audio is built on IAMF and has no audio objects, so an Atmos object mix is rendered to channels or Ambisonics.
AmbisonicsScene-based: the whole sound field, decoded to any speaker layout or to headphonesAmbisonics stores the whole dub techno sound field as spherical harmonic components that can be decoded to any speaker layout or headphones.
ADM BWFOpen exchange file (ITU-R BS.2076 metadata in a BW64 file) for channels, objects and scenesThe ADM BWF master is the open metadata file delivered to streaming services containing your channel and object choices.

Delivery checklist for a dub techno Dolby Atmos release

Check that the sub bass remains solid and mono in the bed before exporting the final master.

How to make immersive dub techno 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, keeping the kick and sub centred and spreading chord echoes, reverb and hiss around and above 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 minimal techno and spatial audio for hypnotic techno. Every guide is listed in spatial audio and immersive music by genre.

Frequently asked questions

Can I make a dub techno mix in Dolby Atmos or Eclipsa Audio?

Can I make a dub techno mix in Dolby Atmos? Yes, Dolby Atmos is the standard format for immersive music delivery to streaming services. You can route your kick and sub bass to the bed and use objects for your moving chord echoes. Remember that Apple Music applies its own spatial renderer, so its headphone result can differ from the Dolby binaural render and must be checked separately. Note that Dolby Atmos and Eclipsa Audio are separate deliveries, as Eclipsa has no objects.

Should dub techno elements be beds or objects in Dolby Atmos?

Should dub techno elements be beds or objects in Dolby Atmos? The steady foundation of dub techno belongs in the bed. Route your kick, sub bass, reverb wash and overhead hiss to bed channels to keep them anchored and enveloping. Use objects for the dry chord stab, hats, rim shot and moving echoes. Objects allow you to pull these featured parts off the walls, adding depth and letting the delays drift precisely through the room.

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

Does a dub techno Dolby Atmos mix also work for Sony 360 Reality Audio and MPEG-H? No, they are different formats. Sony 360 Reality Audio is built on MPEG-H 3D Audio and is entirely object-based with no channel bed. If you translate an Atmos mix to Sony 360, your dub techno bed channels must be converted into static objects on a sphere. MPEG-H 3D Audio does support channels and objects, but requires its own authoring process.

Is spatial audio good for dub techno?

Yes. Dub techno is built on echo and space, and spatial audio lets those echoes travel around and above the listener instead of stacking up between two speakers.

How is dub techno different from minimal techno in spatial audio?

Dub techno leans on long delays, reverb and a single chord stab, so the mix is wide, deep and full of space. Minimal techno is drier and more percussive, so its immersion comes from small, precise clicks and hits placed around the listener rather than from echoes.

Where should the chord echoes go in immersive dub techno?

Start with the dry stab just in front, then let each repeat move further away, out to the side, behind and finally above. Later, darker repeats can sit higher and further back so the chord seems to dissolve into the room.

Should the hiss and crackle be spread in a 3D dub techno mix?

Yes, gently. Raised and slightly behind, hiss and crackle feel like the air of the room. Keep them quiet so they add texture without masking the hats.

Can I convert a finished dub techno 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 dub techno work on normal headphones?

Yes. The mix is rendered binaurally, so the drifting echoes and the warm, centred 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

  1. Blauert, J. (1997). Spatial Hearing: The Psychophysics of Human Sound Localization, revised edition. MIT Press. Low-frequency, elevation, distance and motion cues.
  2. Mills, A. W. (1958). On the minimum audible angle. Journal of the Acoustical Society of America, 30(4), 237-246.
  3. Hebrank, J. and Wright, D. (1974). Spectral cues used in the localization of sound sources on the median plane. Journal of the Acoustical Society of America, 56(6), 1829-1834.
  4. Bronkhorst, A. W. (2000). The cocktail party phenomenon: a review of research on speech intelligibility in multiple-talker conditions. Acta Acustica united with Acustica, 86, 117-128.
  5. Litovsky, R. Y., Colburn, H. S., Yost, W. A. and Guzman, S. J. (1999). The precedence effect. Journal of the Acoustical Society of America, 106(4), 1633-1654.
  6. Barron, M. and Marshall, A. H. (1981). Spatial impression due to early lateral reflections in concert halls. Journal of Sound and Vibration, 77(2), 211-232.
  7. Neuhoff, J. G. (1998). Perceptual bias for rising tones. Nature, 395, 123-124.
  8. Bregman, A. S. (1990). Auditory Scene Analysis: The Perceptual Organization of Sound. MIT Press.
  9. Dolby Laboratories. Dolby Atmos for content creators. Dolby Professional. professional.dolby.com. 7.1.2 bed, audio objects with X, Y, Z metadata and renderer re-renders.
  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.
  13. International Telecommunication Union. Recommendation ITU-R BS.2088: Long-form file format for the international exchange of audio programme materials with metadata (BW64).
  14. International Telecommunication Union. Recommendation ITU-R BS.2051: Advanced sound system for programme production.
  15. International Telecommunication Union. Recommendation ITU-R BS.1770: Algorithms to measure audio programme loudness and true-peak audio level.
  16. European Broadcasting Union. ADM related standards. adm.ebu.io.
  17. ISO/IEC 23008-3. Information technology. High efficiency coding and media delivery in heterogeneous environments. Part 3: 3D audio (MPEG-H 3D Audio).
  18. Herre, J., Hilpert, J., Kuntz, A. and Plogsties, J. (2015). MPEG-H 3D Audio: the new standard for coding of immersive spatial audio. IEEE Journal of Selected Topics in Signal Processing, 9(5), 770-779.
  19. Sony Corporation. 360 Reality Audio licensing. sony.co.jp. Object-based spatial audio based on MPEG-H 3D Audio.
  20. Alliance for Open Media. Immersive Audio Model and Formats (IAMF). aomediacodec.github.io/iamf. Channel-based and scene-based audio elements.
  21. Zotter, F. and Frank, M. (2019). Ambisonics: A Practical 3D Audio Theory for Recording, Studio Production, Sound Reinforcement, and Virtual Reality. Springer.

Step inside the echo chamber

Upload a track to Spatial9 and hear your chord echoes drift around a steady, centred pulse in minutes. Then export it or publish it straight to YouTube.

Try Spatial9 free