A dim concert hall filled with dozens of loudspeakers on stands around empty seats, a mixing desk in the centre and faint glowing rings of light in the air.

Spatial Audio & Immersive Music for Electroacoustic Music: Musique Concrète, Acousmatic Music & Tape Music

Spatial9 Team · · Updated · 16 min read

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

Key takeaways

  • In a spatial electroacoustic music mix the main gesture is anchored in front, while voice fragments, concrete sounds, tape loops, field recordings, granular clouds and spatial sweeps use the whole sphere.
  • Bright, airy material reads best overhead in electroacoustic music, because the ear judges height from high-frequency spectral cues shaped by the outer ear.
  • Electroacoustic music treats space as part of the composition, so movement should follow musical gestures rather than constant random panning.
  • The electroacoustic music immersion profile scores width 5, height 5, movement 5, low-end focus 2 and space 5 out of 5.

Electroacoustic music grew out of two post-war studio traditions. In Paris in the late 1940s, Pierre Schaeffer began composing with recorded sounds at French radio, which he called musique concrète. In the early 1950s, the studio of West German radio in Cologne developed electronic music made from synthetic tones. The two approaches soon merged into what we now call electroacoustic music. The sound is built from recorded and transformed material rather than notes on a page: trains, voices, objects, water, tape loops, filtered noise and synthesised tones, shaped by speed changes, splicing and later digital processing. Space has been central from the start. Karlheinz Stockhausen wrote for groups of loudspeakers around the audience, and Edgard Varèse's Poème électronique was played through hundreds of loudspeakers in a pavilion at the 1958 Brussels World's Fair. Spatial audio is the natural home for this music. This guide covers how spatial audio for electroacoustic music works, where to place each element and how to make an immersive electroacoustic music mix. For the basics, see what spatial audio is.

Why electroacoustic music belongs in spatial audio

In most genres space supports the music. In electroacoustic music, space often is the music: a sound approaching, passing and dissolving into the distance is a musical event in itself. Stereo can only hint at that movement between two speakers. An immersive mix lets sounds come from behind, rise overhead and recede far away, much as composers have long done with multi-speaker concerts.

The rule: one clear anchor, a fully open sphere. Keep the main gesture readable in front, then let every other sound object use the whole space.

Electroacoustic music spatial mix placement map with the main gesture in front, low drone centred, voice fragment front left, concrete sounds moving at front right, tape loop left, field recording right, granular cloud raised and moving behind left, spatial sweep raised and moving behind right and room resonance raised behind
A typical placement for immersive electroacoustic music. A clear main gesture in front with sound objects, clouds and sweeps moving through the whole sphere.

Immersive music for electroacoustic music: what listeners hear

Where to place each element in an electroacoustic music mix

ElementPositionHeightWhy it works
Main gestureFront centreEar levelThe clearest focus of attention
Low droneCentreEar levelA stable floor under the piece
Voice fragmentFront leftEar levelClose, intimate and readable
Concrete soundsFront right, movingEar levelReal objects with a clear place
Tape loopLeftEar levelA repeating anchor at the side
Field recordingRightEar levelA real environment around you
Granular cloudBehind left, movingRaisedTexture that drifts overhead
Spatial sweepBehind right, movingRaisedGestures that fly past
Room resonanceBehindRaisedDepth and distance

The psychoacoustics behind electroacoustic music placement

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

The immersion profile for electroacoustic music

Immersion profile for electroacoustic music: width 5, height 5, movement 5, low-end focus 2, space 5 out of 5
Electroacoustic music uses the whole sphere, with maximum width, height, movement and space and only a light low end.

Width, height, movement and space are all at maximum because the genre treats space as a compositional material, and sound objects can come from anywhere. Low-end focus is low because there is usually no kick or bassline to anchor. Low drones and rumbles exist, but they support the piece rather than drive it.

Tips for an immersive electroacoustic music mix

  1. Keep one clear anchor. Too much movement at once makes the piece hard to follow.
  2. Move with purpose. Tie each trajectory to a gesture in the sound, not random panning.
  3. Use distance, not only direction. Change level, reverb and brightness so sounds approach and recede.
  4. Let silence have a place. Empty space makes the next sound arrive with more impact.
  5. Respect the original diffusion. If the piece was made for many speakers, start from its stems.
How sound objects in electroacoustic music move through 3D space using object position metadata
Each sound object carries its own position over time, so a trajectory written for a multi-speaker concert can play back on any immersive system.

Electroacoustic Music styles: musique concrète, acousmatic music and tape music

The core placement still applies to every electroacoustic style: one clear anchor in front, objects and textures around the listener, movement above. What changes is the source material and how literally space is used.

Musique Concrète

Musique concrète is the Paris tradition of composing with recorded sounds treated as sound objects: a train, a door, a piano lid, a voice. In a spatial mix each object can have its own point in space. Keep recognisable sounds at ear level, close and dry, so their real-world origin stays clear. Place transformed versions further away, raised or behind, so the listener hears the object turning into something abstract. Short, sudden objects work well at the sides.

Acousmatic Music

Acousmatic music is made for loudspeakers alone, with no visible source. In concerts it is often diffused live over a loudspeaker orchestra, such as the acousmonium developed at the Paris research group GRM. An immersive mix can capture that diffusion. Use depth heavily, with sounds moving from far behind to close in front, and open the full sphere at climaxes. Keep quiet passages narrow and close, then widen.

Tape Music

Tape music is the term often used in the US for works built by splicing, looping, reversing and changing the speed of magnetic tape, from New York studios in the 1950s to the San Francisco Tape Music Center in the 1960s. Loops make natural spatial anchors: place them at fixed points around the listener so the repetition becomes a sense of place. Let speed-up and slow-down gestures travel, rising or approaching as pitch rises. Hiss and room tone can sit behind.

Closely related practices such as live electronics, soundscape composition and sound art follow the same pattern, with a readable anchor and the rest of the sphere open.

Dolby Atmos and object-based mixing for electroacoustic music

Dolby Atmos mixes electroacoustic music as a channel bed plus objects placed anywhere in the room. The bed provides a steady foundation, while objects allow precise placement and movement of individual sounds. Most listeners will experience the mix on headphones through binaural rendering on platforms like Apple Music, Tidal and Amazon Music. Apple Music uses its own spatial renderer, so its headphone output can differ from the Dolby binaural render. Spatial9 helps plan these placements carefully to ensure your electroacoustic music translates well across every format.

A top-down 7.1.4 room diagram showing electroacoustic music bed channels and objects positioned around and above the listener.
Dolby Atmos placement for electroacoustic music, keeping the main gesture in front and using the room for depth.

How the Atmos plan differs from the placement map. The Ambisonics map places the low drone behind the listener, but in Atmos, low frequencies stay in the front bed to ensure proper bass management. The map also puts the main gesture at distance 0.45 in front. In Atmos, we pull this object slightly off the front wall to create depth without losing focus. Finally, the field recording and room resonance are mapped to specific directions, but in Atmos, they use the full bed to wrap around the listener and create a convincing environment.

Beds and objects for each electroacoustic music element

ElementAtmos roleWhere it plays in 7.1.4Binaural modeWhy
Main gestureObject, small sizeEar level, front of the room, centre (X 0, Y 0.8, Z 0)NearMain lead stays anchored in front to keep the focus clear.
Low droneBedCentre plus LFE (C + LFE)OffLow end stays in the bed to ensure solid bass management.
Voice fragmentObject, small sizeEar level, front of the room, left (X -0.5, Y 0.6, Z 0)MidPlaced front left to support the main gesture without masking it.
Concrete soundsObject, movingEar level, front of the room, right (X 0.6, Y 0.5, Z 0). Moving: Moves across the right side to create a sense of physical action, ending at ear level, front of the room, rightMidConcrete sounds benefit from precise placement and movement to feel real.
Tape loopObject, medium sizeEar level, middle of the room, far left (X -0.9, Y 0, Z 0)MidWide left placement provides a repeating anchor outside the main stage.
Field recordingBedWhole 7.1.2 bedFarA full bed wraps the field recording around the listener for immersion.
Granular cloudObject, wide size, movingOverhead, rear of the room, left (X -0.6, Y -0.5, Z 0.8). Moving: Drifts slowly overhead from back left to front right, ending at overhead, front of the room, rightFarHeight suits airy textures and keeps them separate from ear-level elements.
Spatial sweepObject, medium size, movingRaised, rear of the room, right (X 0.7, Y -0.6, Z 0.6). Moving: Sweeps forward and upward to build tension during transitions, ending at overhead, front of the room, centreFarMovement overhead adds drama without cluttering the front stage.
Room resonanceBedWhole 7.1.2 bedFarA full bed distributes room resonance to create a believable acoustic space.

Dolby Atmos settings for electroacoustic music

Electroacoustic music across immersive formats

FormatHow it carries soundWhat it means for electroacoustic music
Dolby AtmosHybrid: a 7.1.2 channel bed plus up to 118 objects placed with X, Y and Z metadataDolby Atmos allows electroacoustic music to combine a 7.1.2 channel bed with up to 118 objects for precise spatial gestures.
Sony 360 Reality AudioObject-based, built on MPEG-H 3D Audio: every sound is an object on a sphereSony 360 Reality Audio places every electroacoustic element as an object on a sphere, as it has 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 Ambisonics, letting listeners adjust specific electroacoustic elements if the producer allows it.
Auro-3DChannel-based: a height layer above 5.1 or 7.1, with an optional overhead channelAuro-3D uses fixed channels rather than objects to add a height layer to electroacoustic music mixes.
Eclipsa Audio (IAMF)Channel-based and scene-based (Ambisonics) audio elements; no objectsEclipsa Audio uses IAMF, which lacks audio objects, so an Atmos mix must be rendered to channels or Ambisonics.
AmbisonicsScene-based: the whole sound field, decoded to any speaker layout or to headphonesAmbisonics stores the electroacoustic sound field as spherical harmonics, decoding it to any speaker layout or headphones.
ADM BWFOpen exchange file (ITU-R BS.2076 metadata in a BW64 file) for channels, objects and scenesADM BWF is the open metadata format used to deliver channel and object-based electroacoustic music to streaming services.

Delivery checklist for a electroacoustic music Dolby Atmos release

Check that your ADM BWF master measures no higher than -18 LKFS integrated loudness and -1 dBTP true peak.

How to make immersive electroacoustic music 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, anchoring the main gesture in front and sending sound objects, textures and room resonance 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 experimental music and spatial audio for dark ambient. Every guide is listed in spatial audio and immersive music by genre.

Frequently asked questions

Does this guide cover musique concrète, acousmatic music and tape music?

Yes. Musique concrète gives each recorded sound object its own point in space, with transformed versions further away. Acousmatic music uses deep, diffusion-style movement from far to near and opens the full sphere at climaxes. Tape music places loops at fixed points and lets speed changes travel. All three keep one clear anchor in front.

Can I make an electroacoustic music mix in Dolby Atmos or Eclipsa Audio?

You can make an electroacoustic music mix in Dolby Atmos using a combination of a channel bed and spatial objects. The Dolby Atmos Renderer will output an ADM BWF file for streaming. Remember that Apple Music applies its own spatial renderer, so you must check its headphone result separately from the Dolby binaural render. Dolby Atmos and Eclipsa Audio require separate deliveries because Eclipsa Audio is built on IAMF, which carries channels and Ambisonics but has no audio objects.

Should electroacoustic music elements be beds or objects in Dolby Atmos?

Electroacoustic music elements should use both beds and objects depending on their function. Beds suit steady, enveloping parts like low drones, field recordings and room resonance. The low end must stay in the bed to use the LFE channel. Objects are ideal for the main gesture, voice fragments, concrete sounds and spatial sweeps. Objects allow precise placement, movement and size adjustments, letting you pull featured parts off the walls to add depth to the composition.

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

A Dolby Atmos mix does not directly translate to Sony 360 Reality Audio or MPEG-H 3D Audio. Sony 360 Reality Audio is built on MPEG-H but has no channel bed; every element must be an object on a sphere around the listener. MPEG-H 3D Audio carries channels, objects and Higher Order Ambisonics, and is often used in broadcasting. You will need to create separate mixes or use specific conversion tools to adapt your Atmos session for these formats.

Is spatial audio good for electroacoustic music?

Yes. Electroacoustic music has used multi-speaker playback for decades, and spatial audio brings that experience to headphones and home systems.

How is electroacoustic music different from experimental music in spatial audio?

Experimental music covers many approaches, including bands, noise and improvisation. Electroacoustic music is built from recorded and transformed sound, often fixed on tape or disk, so the spatial movement can be composed precisely, sound by sound.

Should sounds keep moving in immersive electroacoustic music?

No. Constant movement tires the ear and loses its meaning. Keep most sounds still, and save movement for gestures where travel through space is part of the idea.

Can I convert a finished electroacoustic music 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. For dense or unusual sources, uploading stems gives the most control.

Does immersive electroacoustic music work on normal headphones?

Yes. The mix is rendered binaurally, so moving sound objects and distant textures 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.

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