A dark Durban warehouse party with dancers in red and amber light, a DJ with a laptop and controller, haze, and faint glowing rings of light above the crowd.

Spatial Audio & Immersive Music for Gqom: Complete Guide

Spatial9 Team · · Updated · 16 min read

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

Key takeaways

  • In a spatial gqom mix the broken kick and sub bass stay centred and mono, while chants, toms, the synth drone, whistles, hats and a dark reverb surround the listener.
  • Thanks to the precedence effect, gqom toms can keep their place at the front right while their long tails spread into the room behind.
  • Gqom movement comes from toms, whistles and echoes, never from the kick, so the off-grid pattern stays heavy and easy to feel.
  • The gqom immersion profile scores width 4, height 3, movement 4, low-end focus 5 and space 4 out of 5.

Gqom comes from Durban, in South Africa's KwaZulu-Natal province, where it emerged in the early 2010s. It spread through taxi sound systems, local parties and phone file sharing long before it reached international clubs, and producers such as DJ Lag and Distruction Boyz helped bring it to a wider audience. The name is commonly described as an onomatopoeic Zulu word for the sound of a hard drum hit. The sound is raw and minimal: a heavy kick that avoids a straight four-to-the-floor pattern, a deep sub, booming toms, a dark, repeating synth loop or drone, and chanted vocals, whistles and shouts. Tempos usually sit somewhere around the house range, but the broken kick makes the groove feel tense and unpredictable. With so few parts and so much weight, the empty space and the echo of each drum matter as much as the hits. This guide covers how spatial audio for gqom works, where to place each element and how to make an immersive gqom mix. For the basics, see what spatial audio is.

Why gqom works in spatial audio

Gqom is dark, heavy and sparse. A broken kick, a drone and a few drum hits fill a whole track, and the tension comes from what happens between them: a tom ringing out, a chant answered by a whistle, a kick that arrives late. In stereo those details stay pressed between two speakers. In an immersive mix the toms can boom from one side, the whistle can cut in from above, and the reverb can open up behind you like a warehouse after dark.

The rule: a heavy, fixed kick, a dark room that answers back. The kick and sub never move, while toms, whistles and echoes work around the listener.

Gqom spatial mix placement map with kick front centre and sub bass centred, vocal chant front left, toms moving at front right, synth drone wide left, whistle raised and moving on the right, hats and shakers raised behind right and dark reverb raised behind left
A typical placement for immersive gqom. A heavy, locked kick and sub with booming toms, chants and whistles answering from a dark room.

Immersive music for gqom: what listeners hear

Where to place each element in a gqom mix

ElementPositionHeightWhy it works
KickFront centreEar levelThe broken, heavy pulse
Sub bassCentreEar levelDeep weight under every hit
Vocal chantFront leftEar levelA call from the crowd
TomsFront right, movingEar levelBooming rhythm with its own lane
Synth droneLeftEar levelDark, hypnotic colour
WhistleRight, movingRaisedSharp accent that cuts through
Hats & shakersBehind rightRaisedFast top end overhead
Dark reverbBehind leftRaisedA raw, cavernous room

The psychoacoustics behind gqom placement

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

The immersion profile for gqom

Immersion profile for gqom: width 4, height 3, movement 4, low-end focus 5, space 4 out of 5
Gqom pairs a maximum low end with a dark, deep room and toms and whistles that keep the space moving.

Low-end focus is at maximum because the heavy kick and sub are the core of every gqom track. Space is high, since booming toms and dark reverb turn the room into part of the sound. Movement is high but not at maximum: the broken kick and sub stay still, and the motion comes from toms, whistles and echoes rather than a constantly spinning mix. Height stays moderate, with whistles and hats lifting above a mostly ear-level groove.

Tips for an immersive gqom mix

  1. Keep the sub mono. The heavy low end must stay identical from every direction.
  2. Let the toms carry the space. Give the toms their own side and let their tails spread behind.
  3. Respect the broken kick. Never move the kick, so its off-grid pattern stays clear and physical.
  4. Use the drone as a wall. Place the dark synth loop wide and steady so it frames the room.
  5. Keep accents sharp. Whistles and shouts should cut in from above and the sides, not sit in the centre.
How a gqom mix opens up from two speakers into a full room of booming toms, chants and dark reverb in spatial audio
In stereo, gqom toms and chants share two speakers. In spatial audio they surround the listener around a fixed kick.

Gqom variations: 3-step and sgubhu

The core placement still applies across the Durban sound: heavy kick and sub in the middle, chants in front, drums and atmosphere around the listener. What changes is how broken the kick pattern is and how dark or smooth the track feels.

3-Step

3-step started as a name for gqom built on a broken groove organised around three kick hits per bar, and it has since also been used for a newer South African dance style that blends that three-kick rhythm with afro house and amapiano colour. In both cases the three kicks are the signature, so keep them centred and mono and never move them. Newer, more melodic 3-step adds pads, keys and smoother vocals, which suit wide positions to the sides and a slightly larger room. Percussion and shakers can sit raised behind.

Sgubhu

Sgubhu comes from a Zulu word for the sound of a drum, and it is sometimes used as another name for gqom itself. As a style it usually means a steadier, four-step kick closer to house and deep house, with a smoother, rolling feel. With a regular kick, the groove can carry a little more movement elsewhere: let toms and percussion drift between front left and front right, and spread pads or synth loops wider around the listener. Keep the sub locked in the centre and use a warm, medium room.

Durban's scene keeps splitting into newer branches with their own names. The same idea holds for all of them: lock the kick and sub, keep the chant in front, and let toms, whistles and echoes fill the dark room.

Dolby Atmos and object-based mixing for gqom

Dolby Atmos mixes gqom using a channel bed for the foundation and objects placed anywhere in the room for precision. Most listeners will hear the spatial mix on headphones through binaural rendering on Apple Music, Tidal or Amazon Music. Apple Music uses its own spatial renderer, so you must check your mix on their specific system. Spatial9 helps you plan these placements for every format, ensuring your heavy kick and dark room translate perfectly to any playback system.

A top-down 7.1.4 room diagram showing a gqom mix with the kick and sub in the centre bed, vocals front left, toms front right, drone wide left, whistle moving overhead, hats rear right and reverb filling the room.
A Dolby Atmos gqom plan with a heavy central bed and objects placed for depth and movement.

How the Atmos plan differs from the placement map. The Atmos plan differs from the Ambisonics map mainly in the low end. The map placed the sub bass behind the listener, but Atmos practice keeps low frequencies in the front bed with the kick to ensure a solid foundation. The vocal chant and toms are pulled slightly off the front wall to add room depth. The dark reverb uses the full bed rather than sitting only behind on the left, creating a more enveloping space.

Beds and objects for each gqom element

ElementAtmos roleWhere it plays in 7.1.4Binaural modeWhy
KickBedCentre plus LFE (C + LFE)OffThe heavy kick anchors the track and needs solid low end.
Sub bassBedCentre plus LFE (C + LFE)OffSub bass must stay solid and centred to drive the groove.
Vocal chantObject, small sizeEar level, front of the room, left (X -0.3, Y 0.7, Z 0)NearChants sit close and front to feel like a voice from the crowd.
TomsObject, small size, movingEar level, front of the room, right (X 0.5, Y 0.6, Z 0). Moving: Pans slightly wider during drum fills to open the front stage, ending at ear level, middle of the room, far rightMidToms need space to boom without masking the central kick.
Synth droneObject, medium sizeEar level, middle of the room, far left (X -0.8, Y 0.2, Z 0)MidA wide left position separates the dark drone from the vocals.
WhistleObject, movingOverhead, middle of the room, right (X 0.7, Y 0, Z 0.8). Moving: Arcs overhead across the front stage to answer the vocal chant, ending at overhead, front of the room, leftFarSharp accents cut through better when placed high and moving.
Hats & shakersObject, small sizeRaised, rear of the room, right (X 0.6, Y -0.5, Z 0.6)MidOverhead rear placement keeps the fast top end out of the way.
Dark reverbBedWhole 7.1.2 bedFarA full bed reverb wraps the listener in a raw, cavernous space.

Dolby Atmos settings for gqom

Gqom across immersive formats

FormatHow it carries soundWhat it means for gqom
Dolby AtmosHybrid: a 7.1.2 channel bed plus up to 118 objects placed with X, Y and Z metadataDolby Atmos uses a hybrid of a channel bed and up to 118 objects to position gqom elements precisely.
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, placing every gqom element as 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, allowing listeners to adjust allowed gqom elements on broadcast systems.
Auro-3DChannel-based: a height layer above 5.1 or 7.1, with an optional overhead channelAuro-3D relies entirely on fixed channels with a height layer, meaning your gqom mix uses no objects.
Eclipsa Audio (IAMF)Channel-based and scene-based (Ambisonics) audio elements; no objectsEclipsa Audio uses IAMF which lacks audio objects, so your Atmos gqom mix must be rendered to channels or Ambisonics.
AmbisonicsScene-based: the whole sound field, decoded to any speaker layout or to headphonesAmbisonics stores the entire gqom sound field as spherical harmonics to decode 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 file format used to deliver your finished gqom spatial mix to streaming services.

Delivery checklist for a gqom Dolby Atmos release

Check that your integrated loudness is no higher than -18 LKFS and the true peak hits no higher than -1 dBTP.

How to make immersive gqom 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 broken kick and sub and sending toms, chants, whistles and reverb 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 afro house and spatial audio for amapiano. Every guide is listed in spatial audio and immersive music by genre.

Frequently asked questions

Does this guide cover 3-step and sgubhu?

Yes. 3-step keeps its signature three-kick pattern centred, with melodic pads and vocals spread wide in the newer style. Sgubhu has a steadier, house-like kick, so toms, percussion and synth loops can move a little more around a locked sub.

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

Can I make a gqom mix in Dolby Atmos? Yes, Dolby Atmos is the standard format for spatial music delivery to streaming services. You can build a hybrid mix using a channel bed for the heavy kick and sub, and objects for the chants and toms. Remember that Apple Music applies its own spatial renderer, so check your headphone mix there separately. Also note that Dolby Atmos and Eclipsa Audio require separate deliveries, as Eclipsa uses IAMF and does not support audio objects.

Should gqom elements be beds or objects in Dolby Atmos?

Should gqom elements be beds or objects in Dolby Atmos? The heavy kick, sub bass and dark reverb should be routed to the channel bed. The bed provides a solid, static foundation and feeds the LFE channel for maximum low-end weight. Elements like the vocal chant, toms, synth drone and whistle should be objects. Objects allow you to pull sounds off the wall for depth, place them precisely overhead, or automate their movement across the room.

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

Does a gqom 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 but uses only objects on a sphere, with no channel bed. Since a Dolby Atmos gqom mix relies heavily on the bed for the kick and sub bass, you must create a separate mix for Sony 360 Reality Audio that translates those bed channels into static objects.

Is spatial audio good for gqom?

Yes. Gqom is sparse, heavy and dark, and spatial audio gives its toms, chants and echoes room to move around a kick that hits you straight in the chest.

How is gqom different from amapiano in spatial audio?

Amapiano is built around the log drum, jazzy keys and a smooth, laid-back groove, so its mix is warmer and more melodic. Gqom has a broken, heavier kick, little harmony and a darker room, so the mix relies on toms, drones and reverb for its sense of space.

Where should the toms go in immersive gqom?

To one side, usually the front right, with gentle movement and their reverb tails spreading behind the listener. That keeps them clear of the kick while they still fill the room.

Can I convert a finished gqom 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 gqom work on normal headphones?

Yes. The mix is rendered binaurally, so the heavy kick, booming toms and dark reverb 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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