Spatial Audio & Immersive Music for Metalcore: Deathcore, Post-Hardcore & Mathcore
Spatial9 Team · · Updated · 16 min read
Part of the series Spatial audio and immersive music by genre.
Key takeaways
- In a spatial metalcore mix the kick, bass, sub drops and screamed vocal stay locked in the centre, while the rhythm guitars, clean vocal, lead guitar, cymbals and synths spread around the listener.
- Moving the clean chorus vocal slightly off centre helps it lift out of the guitar wall, because sounds arriving from different directions mask each other less, an effect known as spatial release from masking.
- Raising crashes, chinas and synth pads above the band clears space at ear level for the low tuned guitars, while the breakdown keeps its full weight in the centre.
- The metalcore immersion profile scores width 4, height 3, movement 3, low-end focus 5 and space 3 out of 5.
Metalcore grew out of the American hardcore punk scene in the late 1980s and 1990s, when bands started to mix the speed and urgency of hardcore with the heavy riffing of thrash and death metal. Early scenes in New York, Cleveland and Massachusetts set the template: chugging, palm-muted riffs, shouted vocals and the breakdown, a slow, half-time section built for the pit. In the early 2000s a melodic wave added harmonised twin guitars and sung choruses, and later bands brought in electronic pads, programmed samples and sub drops. Guitars are usually tuned low, to drop C, drop B or below, and tempos swing from fast verses at 170 to 200 BPM into breakdowns that feel half as fast. With screams, clean vocals and wide guitars all fighting for the same space, metalcore is a strong fit for spatial audio. This guide covers how spatial audio for metalcore works, where to place each element and how to make an immersive metalcore mix. For the basics, see what spatial audio is.
Why metalcore works in spatial audio
Metalcore lives on contrast: a screamed verse into a soaring clean chorus, a fast riff into a crushing breakdown. In stereo, the guitars, the low tuned bass and the vocals are packed between the speakers and often turn into one block. In an immersive mix the low end and the drums stay heavy in the centre while the guitars open up to the sides, the clean vocal steps out of the wall and the synths and cymbals rise above it.
The rule: a heavy centre, a wide wall and a lifted top. Kick, bass and the main scream never move, the rhythm guitars stay wide and still, and only leads and effects travel.
Immersive music for metalcore: what listeners hear
- Breakdowns that land in your chest. Kick, bass and sub drops hit from the centre, solid and mono.
- A guitar wall on both sides. Double-tracked riffs stretch wide without smearing the low end.
- Two voices with their own places. The scream stays in front while the clean chorus steps to the side.
- Cymbals and synths above the pit. Chinas, crashes and pads rise over the band instead of masking it.
Where to place each element in a metalcore mix
| Element | Position | Height | Why it works |
|---|---|---|---|
| Screamed vocal | Front centre | Ear level | The main voice, close and aggressive |
| Kick & snare | Centre | Ear level | Fast double kick and breakdown hits |
| Bass & sub drops | Centre, just behind | Ear level | Low tuned weight and drops felt in the body |
| Clean vocal | Front right | Ear level | Sung chorus that answers the screams |
| Rhythm guitar L | Wide left | Ear level | One side of the double-tracked riff |
| Rhythm guitar R | Wide right | Ear level | The other side, tight to the kick |
| Crash & china | Behind right | Raised | Breakdown accents lifted off the kit |
| Lead guitar | Behind left, moving | Ear level | Melodic runs and harmonies that travel |
| Synths & samples | Behind | Raised | Pads, glitches and ambience above the band |
The psychoacoustics behind metalcore placement
Every position in the table above follows how the ear and brain locate sound. Here is the reason behind the main choices for metalcore.
- Sub drops and bass stay centred. The ear finds almost no direction in frequencies below roughly 80 to 100 Hz, so spreading a drop tuned bass or a sub drop adds nothing and risks phase problems. Keeping them centred and mono keeps every breakdown just as heavy on earbuds as on a large speaker system.
- Scream and clean vocal on separate positions. Two sounds that share a frequency range mask each other far less when they arrive from different directions. This is spatial release from masking. Moving the clean vocal a little off centre lets it lift out of the guitar wall while the scream stays in front.
- Lead guitar split from the rhythm wall. The brain groups sounds into streams by pitch, timing and direction. This is auditory stream segregation (Bregman). Giving harmony leads their own moving position behind the listener stops them blending into the chugging riff underneath.
- Crashes and chinas raised. The outer ear shapes high frequencies differently depending on whether a sound arrives from above or below, which is how we judge elevation (Hebrank and Wright). Bright cymbal accents carry those cues well, so lifting them clears space at ear level for the guitars.
The immersion profile for metalcore
Low-end focus is at maximum because metalcore is built on low tunings, double kick and breakdowns that need to hit the body. Width is high because double-tracked rhythm guitars are the main wall of the sound. Height, movement and space sit in the middle: cymbals, synths and intros can rise and drift, but the core is a tight, punchy band in front of the listener.
Tips for an immersive metalcore mix
- Keep the low end mono. Kick, bass and sub drops must stay identical from every direction, or the breakdown loses its punch.
- Keep the rhythm guitars still. Spread the double-tracked riff wide, but do not move it, because listeners lock onto the guitar wall.
- Give the clean vocal its own space. A small shift from the scream and a little more reverb lets the chorus open up.
- Lift the cymbals and synths. Chinas, crashes and pads above the band leave room for the guitars at ear level.
- Use the breakdown as a reset. Pull the ambience and moving parts back before the drop so the first hit feels huge.
Metalcore styles: deathcore, post-hardcore and mathcore
The core placement holds for every metalcore style: drums, bass and the main vocal in the centre, guitars wide, effects around and above. What changes is how low the tuning goes, how much melody there is and how chaotic the arrangement gets.
Deathcore
Deathcore emerged in the mid 2000s, mainly in the American Southwest, by fusing death metal blast beats and growls with metalcore breakdowns. Tunings drop very low, often to A or below, and vocals range from deep gutturals to high shrieks. Keep the bass, kick and growl tightly centred and mono, because the extreme low end turns to mud if it spreads. Place the guitars wide but slightly further forward than in metalcore, so the riff stays focused. Raise orchestral or ambient layers behind.
Post-Hardcore
Post-hardcore began in the mid 1980s in Washington DC, when hardcore bands moved towards more dynamic, experimental songwriting. It is less heavy and more open than metalcore, with cleaner guitars, sung lead vocals and quiet to loud shifts. Put the lead vocal front and close, with screamed backing parts slightly behind. Spread the guitars wide but let clean, delayed parts drift across the sides. Use more room reverb and lateral reflections in the quiet sections, then close the space in for the loud ones.
Mathcore
Mathcore took shape in the late 1990s, combining metalcore aggression with odd time signatures, sudden tempo changes and dissonant, angular riffs. Songs can switch metre every bar and stop dead without warning. The priority is clarity, so keep the kick and snare tight in the centre and give each guitar its own side, never doubling both into the middle. Jagged guitar stabs and noise bursts can jump between positions to mark sudden changes. Keep reverb short, because long tails blur the stop-start timing.
Related styles such as melodic hardcore and electronicore follow the same idea: lock the low end and the main vocal, then give guitars, melodies and effects their own place.
Dolby Atmos and object-based mixing for metalcore
Dolby Atmos mixes metalcore as a channel bed plus objects placed anywhere in the room. Most listeners will hear the mix on headphones via binaural rendering on platforms like Apple Music, Tidal or Amazon Music. Spatial9 helps plan placements for every format. A strong metalcore mix uses the bed for the heavy drum foundation and objects for the wide guitars and aggressive vocals.
How the Atmos plan differs from the placement map. The Atmos plan pulls the bass and sub drops from behind into the front bed to keep the low end solid. The lead guitar and cymbals move from behind to the front and sides to keep the stage focused. The synths shift from behind to a full bed for envelopment. Height is used for the cymbals to clear space for the guitars.
Beds and objects for each metalcore element
| Element | Atmos role | Where it plays in 7.1.4 | Binaural mode | Why |
|---|---|---|---|---|
| Screamed vocal | Object | Ear level, front of the room, centre (X 0, Y 0.8, Z 0) | Near | Main lead stays front and centre for focus. |
| Kick & snare | Bed | Centre plus LFE (C + LFE) | Off | Anchors the groove and breakdown hits solidly. |
| Bass & sub drops | Bed | Centre plus LFE (C + LFE) | Off | Keeps low tuned weight solid and mono. |
| Clean vocal | Object, small size | Ear level, front of the room, right (X 0.2, Y 0.7, Z 0) | Near | Answers the scream from slightly off centre. |
| Rhythm guitar L | Object, medium size | Ear level, front of the room, far left (X -0.8, Y 0.5, Z 0) | Mid | Builds the left side of the guitar wall. |
| Rhythm guitar R | Object, medium size | Ear level, front of the room, far right (X 0.8, Y 0.5, Z 0) | Mid | Builds the right side of the guitar wall. |
| Crash & china | Object, small size | Overhead, front of the room, right (X 0.5, Y 0.3, Z 0.7) | Mid | Lifts breakdown accents clear of the guitars. |
| Lead guitar | Object, small size, moving | Ear level, front of the room, left (X -0.4, Y 0.4, Z 0). Moving: Sweeps outwards during the solo section, ending at ear level, front of the room, far left | Mid | Separates melodic runs from the rhythm chug. |
| Synths & samples | Bed | Whole 7.1.2 bed | Far | Wraps the band in atmospheric pads. |
Dolby Atmos settings for metalcore
- LFE. The LFE channel exists only in the bed. Objects have no LFE send, so low end placed as an object relies on bass management.
- Object size. Objects have a size control that spreads them across more speakers. Use medium size for rhythm guitars to create a wider wall.
- Height. Music is usually monitored on 7.1.4. Keep dry rhythmic parts at ear level and use height for cymbals and synths.
- Binaural render. Every bed and object has binaural render mode metadata. Set the kick and bass to off so they stay solid on headphones.
- Apple Music. Apple Music applies its own spatial renderer. Its headphone result can differ from the Dolby binaural render and should be checked separately.
Metalcore across immersive formats
| Format | How it carries sound | What it means for metalcore |
|---|---|---|
| Dolby Atmos | Hybrid: a 7.1.2 channel bed plus up to 118 objects placed with X, Y and Z metadata | Dolby Atmos is a hybrid format combining a channel bed for the drum foundation with objects for the guitars and vocals. |
| Sony 360 Reality Audio | Object-based, built on MPEG-H 3D Audio: every sound is an object on a sphere | Sony 360 Reality Audio has no channel bed, so every metalcore element becomes an object on a sphere around the listener. |
| MPEG-H 3D Audio | Channels, objects and Higher Order Ambisonics in one stream, with optional listener control | MPEG-H 3D Audio carries channels and objects, letting listeners adjust the level of the clean vocal if the producer allows it. |
| Auro-3D | Channel-based: a height layer above 5.1 or 7.1, with an optional overhead channel | Auro-3D uses fixed channels rather than objects, so the raised cymbals and synths feed the height layer above the band. |
| Eclipsa Audio (IAMF) | Channel-based and scene-based (Ambisonics) audio elements; no objects | Eclipsa Audio is built on IAMF and has no audio objects, so the Atmos mix is rendered to channels or Ambisonics. |
| Ambisonics | Scene-based: the whole sound field, decoded to any speaker layout or to headphones | Ambisonics stores the whole sound field as spherical harmonic components, capturing the wide guitar wall for decoding to any speaker layout. |
| ADM BWF | Open exchange file (ITU-R BS.2076 metadata in a BW64 file) for channels, objects and scenes | The final delivery is an ADM BWF master carrying the channel and object metadata for the streaming services. |
Delivery checklist for a metalcore Dolby Atmos release
- Master file. ADM BWF at 48 kHz and 24-bit, with no more than 128 channels: a 10-channel 7.1.2 bed plus up to 118 objects.
- Loudness. Integrated loudness no higher than -18 LKFS and true peak no higher than -1 dBTP, measured to ITU-R BS.1770.
- Binaural metadata. Set Off, Near, Mid or Far for every bed and object. Masters with everything left on Off are rejected.
- Re-renders. Listen to the 5.1, stereo and binaural re-renders before delivery, because most people will hear one of them.
Check that the integrated loudness is no higher than -18 LKFS and the true peak is no higher than -1 dBTP before delivering the heavy breakdown.
How to make immersive metalcore from stereo
Spatial9 can create spatial audio from a stereo track in a few steps:
- Upload your stereo master or your stems.
- Spatial9's AI separates and places each part, locking the kick, bass and screamed vocal in the centre and spreading the guitars, clean vocals and synths around you.
- Preview it in binaural on headphones.
- Export Eclipsa Audio, ADM, binaural or Ambisonics.
- Publish a video. Create a YouTube-ready video with your immersive audio and publish it directly.
For related guides, read spatial audio for metal and spatial audio for death metal. Every guide is listed in spatial audio and immersive music by genre.
Frequently asked questions
Does this guide cover deathcore, post-hardcore and mathcore?
Yes. Deathcore keeps its extremely low tuned guitars, bass and growls tight in the centre with orchestral layers raised behind. Post-hardcore puts a sung lead vocal in front with more open, reverberant space. Mathcore keeps the drums tight and lets jagged guitar stabs jump between positions.
Can I make a metalcore mix in Dolby Atmos or Eclipsa Audio?
Can I make a metalcore mix in Dolby Atmos? Yes, Dolby Atmos is the standard format for immersive music on streaming services. You mix using a channel bed for the drums and bass, and objects for the guitars and vocals. Note that Apple Music applies its own spatial renderer, so you must check how your mix translates there. Eclipsa Audio is a separate delivery because it uses IAMF, which has no objects.
Should metalcore elements be beds or objects in Dolby Atmos?
Should metalcore elements be beds or objects in Dolby Atmos? Use the bed for the heavy foundation. The kick, snare, bass and sub drops belong in the bed to keep the low end solid and feed the LFE channel. Synths and samples also work well in the bed for wide envelopment. Use objects for the screamed vocal, clean vocal, rhythm guitars, lead guitar and cymbals so you can place them precisely in the room.
Does a metalcore Dolby Atmos mix also work for Sony 360 Reality Audio and MPEG-H?
Does a metalcore 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. You must translate your Atmos bed tracks into objects placed on a sphere. MPEG-H 3D Audio can carry channels and objects, but requires its own authoring process to set up listener interactivity.
Is spatial audio good for metalcore?
Yes. Metalcore stacks screams, clean vocals, low tuned guitars and synths. Spatial audio keeps the breakdown heavy in the centre while giving the melodies and effects room to breathe.
How is metalcore different from metal in spatial audio?
Metalcore puts more weight on breakdowns, sub drops and the contrast between screamed and clean vocals, so its mix needs a heavier, tighter centre and a clear second vocal position. Classic heavy metal leans on solos, sung vocals and a live room, so it can use more space.
Should breakdowns be wider or narrower in an immersive metalcore mix?
The low end should stay centred and mono, but the guitars can stay wide or even open slightly further. The trick is contrast: narrow the ambience and moving parts just before the breakdown, then let the full wall land at once.
Can I convert a finished metalcore 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 metalcore work on normal headphones?
Yes. The mix is rendered binaurally, so the wide guitars, raised cymbals and heavy breakdowns 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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Make the breakdown hit from every side
Upload a track to Spatial9 and hear your guitar wall surround you while the breakdown stays heavy in the centre. Then export it or publish it straight to YouTube.