Spatial Audio & Immersive Music for Synthwave: Retrowave, Outrun, Darksynth & Chillwave
Spatial9 Team · · Updated · 14 min read
Part of the series Spatial audio and immersive music by genre.
Key takeaways
- Immersive synthwave keeps the lead synth front centre, with gated drums in front and the pulsing bass arp in the centre.
- Synthwave arpeggios glide slowly from left to right, while lush pads are raised behind on both sides.
- Big 80s-style reverbs in synthwave should be sent around and above the listener, not just to the sides.
- The synthwave rule is go wide and cinematic while keeping the lead clear, with width and space both rated 5 out of 5.
Synthwave is built from retro synths, gated drums and huge reverbs inspired by 80s film soundtracks. It is already a cinematic style, but in stereo those huge pads and reverbs can turn into a wash. In spatial audio, the pads can rise around you, the arpeggios can travel across the room and the lead stays crisp in front. This guide covers how spatial audio for synthwave works, where to place each element and how to make immersive synthwave music from a stereo track. For the basics, see what spatial audio is.
Why synthwave benefits from spatial audio
Synthwave is about atmosphere and nostalgia. Wide pads, shimmering arpeggios and long reverbs are exactly the kind of sounds that shine in 3D. Spreading them around and above the listener keeps the mix clear while making it feel enormous.
The rule: go wide and cinematic, keep the lead clear.
Immersive music for synthwave: what listeners hear
- A lead that sings. The main synth melody stays in front and easy to follow.
- A pulse you feel. The bass arp and gated drums drive steadily from the centre.
- Arpeggios that glide. Sequenced synths sweep from one side to the other.
- A sky of pads. Lush chords and reverb rise behind and above you.
Where to place each element in a synthwave mix
| Element | Position | Height | Why it works |
|---|---|---|---|
| Lead synth | Front centre | Ear level | The hook |
| Gated drums | Front | Ear level | Retro punch |
| Bass arp | Centre | Ear level | Steady pulse |
| Arpeggio | Moving, left to right | Ear level | Motion and shimmer |
| Pads | Behind, both sides | Raised | Huge atmosphere |
| Big reverb | Right, around | Raised | 80s space |
| Vocal (if any) | Front centre | Ear level | Clear over the wash |
The psychoacoustics behind synthwave placement
Every position in the table above follows how the ear and brain locate sound. Here is the reason behind the main choices for synthwave.
- Bass arp centred. In real rooms and on most playback systems, sub-bass below roughly 80 to 100 Hz gives the brain very little usable direction, which is why a single subwoofer can serve a whole speaker layout. The driving bass line stays stable under the moving layers.
- Arpeggio moving left to right. The ear needs a larger angle to notice movement than to notice position, so slow, wide moves are followed easily while fast ones blur into a wash. A slow sweep across the stage gives the track its night-drive momentum.
- Pads behind on both sides. Concert hall research shows that reflections from the sides, not from the front, create the sense of width and of being surrounded (Barron and Marshall, 1981). Wide pads around the listener recreate the big, retro sound of the genre.
- Lead synth in front. Hearing is sharpest straight ahead: listeners can tell apart sources about 1 degree apart in front of them, but need far larger gaps at the sides (Mills, 1958). The lead melody stays easy to follow.
The immersion profile for synthwave
Synthwave scores at the top for width and space and high for height and movement. It is one of the most naturally immersive electronic styles.
Tips for an immersive synthwave mix
- Lift the pads. Height keeps them from muddying the lead.
- Let arpeggios travel. A slow sweep across the room adds life.
- Spread the reverb. Send the big reverbs around and above, not just to the sides.
- Keep the bass centred. The pulse should stay steady.
- Think film soundtrack. Picture the scene and place sounds like a score.
Synthwave styles: retrowave, outrun, darksynth and chillwave
The core placement from this guide still applies to every style: lead synth and vocal front centre, gated drums and bass arp anchored, neon pads raised behind and a big 80s reverb around you. Here is what changes from one style to the next.
Retrowave
Retrowave is the broad, nostalgic side of the genre, often leaning towards pop song structures with sung vocals, warm polyphonic chords and gated snares. Mix it close to the main guide, but treat the vocal as the true centre: keep it dry and close at front centre, with the lead synth answering slightly to one side. Pads stay wide and raised behind, and the arpeggio can glide gently left to right without pulling attention from the song.
Outrun
Outrun is the driving, night-drive style: fast, pulsing bass arpeggios, punchy gated drums, bright soaring leads and a strong sense of speed. Movement is the key here. Let the arpeggio sweep further and faster around the listener, as if streetlights were passing, while the bass arp stays centred and steady. Keep the drums tight at the front with a shorter reverb than usual, and open the big reverb fully only on breakdowns and long lead notes.
Darksynth
Darksynth takes the same palette into darker, more aggressive territory, with distorted bass, harsh leads, horror-film atmospheres and heavier, industrial-tinged drums. Narrow and darken the space compared with classic synthwave so the drums keep their weight. Distorted bass layers can sweep the sides while the low end stays centred, and menacing pads sit raised behind. For a deeper dive into this sound, see spatial audio for midtempo, which shares much of it.
Chillwave
Chillwave is the hazy, dreamy relative: slower tempos, washed-out vocals, lo-fi textures, soft drum machines and warm, wobbly synths. Here the space is everything. Pull the vocal slightly back from front centre and blend it into the wash, spread the pads wide and high, and let the reverb fill the whole room. Movement should be slow and gentle, more drifting than gliding, and the drums stay soft and close in the centre.
Dolby Atmos and object-based mixing for synthwave
Dolby Atmos mixes synthwave as a channel bed plus objects placed anywhere in the room. Most listeners will hear the result on headphones through binaural rendering on Apple Music, Tidal or Amazon Music. Spatial9 helps plan placements for every format so your track translates well. The bed handles the steady foundation and wide reverbs, while objects allow precise positioning for leads and moving arpeggios. This hybrid approach ensures the cinematic width of synthwave remains clear and impactful across all playback systems.
How the Atmos plan differs from the placement map. This Atmos plan differs from the Ambisonics map to better suit channel-based monitoring. The bass arp was behind in the map, but is moved to the front bed with LFE to anchor the low end. The gated drums are pulled slightly off the front wall for depth. The pads remain raised and behind, but are placed as mirrored objects to ensure a balanced immersive wash. The big reverb is routed to the full bed rather than a specific side to create a truly enveloping retro space.
Beds and objects for each synthwave element
| Element | Atmos role | Where it plays in 7.1.4 | Binaural mode | Why |
|---|---|---|---|---|
| Lead synth | Object | Ear level, front of the room, centre (X 0, Y 0.6, Z 0) | Near | Keeps the main hook focused and upfront for the listener. |
| Gated drums | Object, small size | Ear level, front of the room, right (X 0.3, Y 0.8, Z 0) | Mid | Adds retro punch slightly off centre to leave room. |
| Bass arp | Bed | Centre plus LFE (C + LFE) | Off | Anchors the low frequency pulse solidly in the front stage. |
| Arpeggio | Object, small size, moving | Ear level, middle of the room, far left (X -0.8, Y 0.2, Z 0). Moving: Sweeps across the front stage to add night drive momentum, ending at ear level, middle of the room, far right | Mid | Provides width and motion without distracting from the main lead. |
| Pads | Object, wide size | Overhead, rear of the room, far left (X -0.8, Y -0.8, Z 0.7) | Far | Wraps the listener in a wide atmospheric wash from the left. |
| Pads | Object, wide size | Overhead, rear of the room, far right (X 0.8, Y -0.8, Z 0.7) | Far | Mirrors the left pad to create a balanced enveloping atmosphere. |
| Big reverb | Bed | Whole 7.1.2 bed | Far | Fills the room with classic retro space and decay. |
Dolby Atmos settings for synthwave
- LFE. The LFE channel exists only in the bed, so low end placed as an object relies entirely on the bass management of the playback system.
- Object size. Objects have a size control that spreads them across more speakers, making larger sizes wider but less precise for focused leads.
- Height. Height suits ambience and pads, but dry rhythmic parts placed fully overhead can lose focus on headphones and in fold-downs.
- Binaural modes. Every element has a binaural render mode of Off, Near, Mid or Far, which dictates the virtual distance on Tidal and Amazon Music.
- Apple Music. Apple Music applies its own spatial renderer, so its headphone result can differ from the Dolby binaural render and must be checked separately.
- Synthwave levels. Music delivery requires an integrated loudness no higher than -18 LKFS and a true peak no higher than -1 dBTP.
Synthwave across immersive formats
| Format | How it carries sound | What it means for synthwave |
|---|---|---|
| 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 allowing up to 118 objects alongside a bed for precise synthwave placement. |
| 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 synthwave element becomes an object on a sphere. |
| 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 allowed elements in your synthwave mix. |
| Auro-3D | Channel-based: a height layer above 5.1 or 7.1, with an optional overhead channel | Auro-3D uses fixed channels for its height layer rather than objects, suiting wide synthwave pads. |
| Eclipsa Audio (IAMF) | Channel-based and scene-based (Ambisonics) audio elements; no objects | Eclipsa Audio has no audio objects, so an Atmos object 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 harmonics, keeping wide synthwave reverbs detailed around the listener. |
| ADM BWF | Open exchange file (ITU-R BS.2076 metadata in a BW64 file) for channels, objects and scenes | ADM BWF is the open metadata file format used to deliver your final spatial synthwave master. |
Delivery checklist for a synthwave 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 your binaural metadata is not left on Off for everything, as labels will reject the master.
How to make immersive synthwave music 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 synths, drums and pads and places each one in 3D.
- 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 EDM and spatial audio for pop. Every guide is listed in spatial audio and immersive music by genre.
Frequently asked questions
Does this guide cover retrowave, outrun, darksynth and chillwave?
Yes. All four keep the lead centred, the bass arp steady and pads raised behind. Retrowave puts a dry, close vocal at front centre. Outrun moves the arpeggio further and faster around the listener with tighter drums. Darksynth narrows and darkens the space, sweeping distorted bass layers at the sides. Chillwave blends a softer vocal into a wide, high wash of reverb with slow, drifting movement.
Can I make a synthwave mix in Dolby Atmos or Eclipsa Audio?
Can I make a synthwave mix in Dolby Atmos? Yes, Dolby Atmos is ideal for the cinematic width of synthwave. You can use the channel bed for your low end and reverbs, while placing synths as objects. Remember that Dolby Atmos and Eclipsa Audio are separate deliveries, as Eclipsa has no objects. Always check your Atmos mix on headphones, because Apple Music applies its own spatial renderer that can sound different from the standard Dolby binaural render.
Should synthwave elements be beds or objects in Dolby Atmos?
Should synthwave elements be beds or objects in Dolby Atmos? It depends on their role. Beds suit steady, enveloping parts like your big retro reverbs and the low-end foundation of the bass arp. Objects are better for featured instruments like the lead synth, punchy gated drums, and moving arpeggios. Using objects for pads allows you to place them precisely in the upper rear corners, keeping the front stage clear for the main hook.
Does a synthwave Dolby Atmos mix also work for Sony 360 Reality Audio and MPEG-H?
Does a synthwave Dolby Atmos mix also work for Sony 360 Reality Audio and MPEG-H? Not directly, because the formats handle audio differently. Sony 360 Reality Audio is built on MPEG-H 3D Audio but has no channel bed at all, meaning every element must be placed as an object on a sphere. You will need to translate your Atmos bed channels into static objects to recreate the steady low end and wide reverbs required for synthwave.
Is spatial audio good for synthwave?
Yes. Synthwave is built on wide pads, arpeggios and big reverbs, which are exactly what spatial audio does best.
Should synthwave arpeggios move in 3D?
They can. A slow glide across the room adds motion, as long as the beat stays steady.
Where should the reverb go in an immersive synthwave mix?
Around and above the listener. That keeps the space huge without washing out the lead.
Can I make synthwave YouTube videos immersive?
Yes. Spatial9 can create a YouTube-ready video with Eclipsa Audio and publish it directly.
Does immersive synthwave work on regular headphones?
Yes. Devices render the mix binaurally, so the 3D effect works 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
- Blauert, J. (1997). Spatial Hearing: The Psychophysics of Human Sound Localization, revised edition. MIT Press. Low-frequency, elevation, distance and motion cues.
- Mills, A. W. (1958). On the minimum audible angle. Journal of the Acoustical Society of America, 30(4), 237-246.
- 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.
- 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.
- 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.
- 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.
- Neuhoff, J. G. (1998). Perceptual bias for rising tones. Nature, 395, 123-124.
- Bregman, A. S. (1990). Auditory Scene Analysis: The Perceptual Organization of Sound. MIT Press.
- 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.
- Production Expert. Mixing Dolby Atmos on headphones: a professional guide. production-expert.com. Binaural render modes Off, Near, Mid and Far.
- 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.
- International Telecommunication Union. Recommendation ITU-R BS.2076: Audio Definition Model.
- International Telecommunication Union. Recommendation ITU-R BS.2088: Long-form file format for the international exchange of audio programme materials with metadata (BW64).
- International Telecommunication Union. Recommendation ITU-R BS.2051: Advanced sound system for programme production.
- International Telecommunication Union. Recommendation ITU-R BS.1770: Algorithms to measure audio programme loudness and true-peak audio level.
- European Broadcasting Union. ADM related standards. adm.ebu.io.
- ISO/IEC 23008-3. Information technology. High efficiency coding and media delivery in heterogeneous environments. Part 3: 3D audio (MPEG-H 3D Audio).
- 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.
- Sony Corporation. 360 Reality Audio licensing. sony.co.jp. Object-based spatial audio based on MPEG-H 3D Audio.
- Alliance for Open Media. Immersive Audio Model and Formats (IAMF). aomediacodec.github.io/iamf. Channel-based and scene-based audio elements.
- Zotter, F. and Frank, M. (2019). Ambisonics: A Practical 3D Audio Theory for Recording, Studio Production, Sound Reinforcement, and Virtual Reality. Springer.
Turn your skyline into 3D
Upload a track to Spatial9 and hear your synths glide around you in minutes. Then export it or publish it straight to YouTube.