A blue and teal nebula and spiral galaxy with glowing sound wave rings radiating from a central star, representing the sound of space

Space Sonification and Spatial Audio: NASA, NAMM and Spatial9

Spatial9 Team · · 12 min read

Key takeaways

  • Sonification turns data into sound. NASA uses it to share telescope images, plasma waves and black hole data, including the 2022 Perseus black hole sound scaled up 57 octaves.
  • Sound behaves differently on other worlds: roughly 240 m/s on Mars, 410 m/s at the surface of Venus and 194 m/s on Titan, compared with 343 m/s on Earth.
  • Most space sonifications are stereo left-to-right scans. Spatial audio places each data source at its own direction, height and distance, which helps listeners follow more streams at once.
  • At NAMM 2026, Spatial9 co-founder and CTO Alan Silva joined an A3E panel on sonification and spatial sound, presenting how GravityLLM, IFS and the open IAMF format can turn any data stream into an immersive mix.

Short answer: Space is almost silent to human ears, because sound needs air or another medium to travel through. Yet NASA and other space agencies now publish hundreds of "sounds of space". They are made through sonification (sometimes spelled "soundification"): translating data such as light, radio waves, plasma vibrations or quakes into sound. Most of these pieces play in stereo, scanning an image from left to right. Spatial9 adds the missing dimension. Our technology places every data source at its own position around the listener, so a galaxy, a nebula or a planet's magnetic field becomes a 3D scene you can stand inside. At the 2026 NAMM Show, our co-founder and CTO Alan Silva joined a panel on exactly this topic.

Timeline of space sound from the 1977 Voyager Golden Record to the 2026 NAMM panel on sonification and spatial sound
Fifty years of listening to space, from messages sent on Voyager to spatial sonification on the NAMM stage.

What is sonification?

Sonification is the use of sound, other than speech, to communicate information. A Geiger counter's clicks are a simple example: the more radiation, the faster the clicks. The field has its own research community, the International Community for Auditory Display, and a standard reference, The Sonification Handbook, edited by Thomas Hermann, Andy Hunt and John Neuhoff.

Researchers usually describe three approaches:

Three sonification methods compared: audification, parameter mapping and spatial mapping
Three ways to sonify the universe. Spatial mapping adds direction, height and distance to the other two.

How NASA turns the universe into sound

Voyager: the first sounds from deep space

NASA's twin Voyager spacecraft, launched in 1977, carried the Golden Record, a disc of music, greetings and sounds from Earth intended for anyone who might find it. Voyager also carried a plasma wave instrument. Electrically charged gas in space vibrates at frequencies that happen to fall in or near the range of human hearing, so scientists led by Donald Gurnett at the University of Iowa could play the data as sound. In 2013 they reported in Science that the pitch of these vibrations rose sharply as Voyager 1 entered the denser plasma between the stars, evidence that it had left the bubble of the Sun's influence. They literally heard the spacecraft cross into interstellar space.

Chandra and Hubble: the Universe of Sound

Since 2020, NASA's Chandra X-ray Center, led on this project by Kimberly Arcand, has worked with astronomer and musician Matt Russo and musician Andrew Santaguida of SYSTEM Sounds to sonify telescope images. NASA's Hubble sonifications page explains the typical mappings. In one, the data is "scanned from left to right", with vertical position mapped to pitch and brightness mapped to volume. In another, red light is assigned lower pitches and blue light higher ones, because light frequency rises from red to blue just as sound frequency rises from low to high.

These pieces matter for more than outreach. Astronomer Wanda Díaz-Merced, who lost her sight as a student, showed in her doctoral research at the University of Glasgow that listening to data can reveal patterns that are easy to miss visually. Sonification makes astronomy accessible to blind and low-vision people, and it gives everyone a second way to notice what is in the data.

Four-step pipeline from space data to mapping, spatial placement and rendering for headphones or speakers
How space data becomes sound. Most published sonifications stop at mapping and play in stereo.

The black hole that sings 57 octaves too low

In 2022 NASA released one of its most shared sounds. In the Perseus galaxy cluster, about 240 million light-years away, a supermassive black hole sends pressure waves through the surrounding hot gas. These are real sound waves, but their pitch is about 57 octaves below middle C, far beyond any instrument. The Chandra team shifted them up by 57 and 58 octaves, raising the frequency by roughly 144 and 288 quadrillion times, so human ears could hear them. The result is a deep, eerie hum.

Diagram showing Perseus black hole pressure waves 57 octaves below middle C being raised into human hearing
The Perseus black hole sound: real waves, shifted 57 octaves into the range of hearing.

Juno and the sound of Ganymede

In 2021, NASA's Juno spacecraft flew past Ganymede, Jupiter's largest moon. Its Waves instrument recorded electric and magnetic radio waves, which the team shifted into audio. The sound changes abruptly halfway through, as Juno passes from one region of Ganymede's magnetic environment into another. Again, the ear is used as a scientific instrument.

Interplanetary sound: why other worlds sound different

Real sound, the kind carried by air, also exists beyond Earth wherever there is an atmosphere. How it behaves depends on the gas, its density and its temperature. Researchers Andi Petculescu and Richard Lueptow modelled the acoustics of Mars, Venus and Saturn's moon Titan in 2007, and in 2021 NASA's Perseverance rover gave us the first real recordings from another planet.

A Mars rover on the red surface of a crater at dusk, a microphone on its mast, with faint sound ripples in the thin air
Perseverance carried microphones to Mars and recorded wind, the rover's laser and the Ingenuity helicopter. Illustrative image.

In 2022 a team led by Sylvestre Maurice published the results in Nature. Mars is very quiet, because its thin carbon dioxide air carries sound poorly. The speed of sound there is about 240 metres per second, compared with 343 on Earth. Surprisingly, higher-pitched sounds above about 240 Hz travel slightly faster, at about 250 metres per second. That means a complex sound, like music, could reach a listener on Mars with its high notes arriving fractionally before its low ones.

Bar chart comparing the speed of sound on Venus, Earth, Mars and Titan
Every atmosphere plays sound differently: approximate speed of sound across four worlds.
WorldApproximate speed of soundWhat you would notice
Venus (surface)~410 m/sDense, hot air: loud, fast sound and lower-sounding voices
Earth (20 °C)~343 m/sOur everyday reference
Mars~240 m/s, ~250 m/s for high notesVery quiet; high notes arrive slightly early
Titan (surface)~194 m/sCold, dense nitrogen: slow sound that carries well

This is what we mean by interplanetary sound modulation: the same sound changes in loudness, timing and tone depending on the world it travels through. For musicians and sound designers this is a creative palette. For a spatial audio engine it is a set of rules: speed, absorption and distance affect how an object should sound depending on where it is placed.

The NAMM 2026 panel: sonification meets spatial sound

At the 2026 NAMM Show in Anaheim, the A3E (Artists + Advanced Applications Exchange) programme hosted the session "Expanding the Creative Toolkit: Unlocking New Dimensions of Musical Expression Through Sonification & Spatial Sound". It brought together people from music technology, applied AI and scientific research. Spatial9 co-founder and CTO Alan Silva represented Spatial9 on the panel.

A music technology conference panel on stage in front of a large screen showing a galaxy with colourful sound waveforms
Sonification and spatial sound on the conference stage. Illustrative image.

The core idea Spatial9 brought to the conversation is simple: sonification has been held back by stereo. A left-to-right scan can only show one dimension of position at a time. The universe is three-dimensional, and so is human hearing. When each star, galaxy or data stream is given its own place around the listener, several things happen:

The same week, Spatial9's founders, Luiz Zanardo (CEO), Alan Silva (CTO) and Carlos Freitas (Chief Music Officer), also led the A3E workshop "The Dawn of Generative Spatial Audio". Spatial9 was also named one of the Best in Show at NAMM 2026 by eCoustics.

Comparison of a stereo left-to-right sonification scan and a spatial sonification placing each object around the listener
Why spatial matters: a flat scan compared with a sky you can stand inside.

How Spatial9 makes spatial sonification

Spatial9 was built to turn stereo music into immersive mixes. The same engine works for data, because to it every input is a set of sound objects that need a place, a distance and a motion path.

The Spatial9 technology stack: GravityLLM placement, Intent Fidelity Score, object-based rendering and IAMF delivery
The Spatial9 stack, from a data stream to a publish-ready 3D mix.
  1. Separate the sources. A music track is split into stems such as vocals, drums and bass. A sonification is made of layers, such as each wavelength of a telescope image, each instrument on a spacecraft or each object in a star field.
  2. Place them with GravityLLM. Our AI model, GravityLLM, learned from real studio sessions where each sound should sit, how far away, how high and how it moves. For data, positions can come straight from the source, such as sky coordinates, with GravityLLM handling the musical balance around them.
  3. Check the intent with IFS. Our patent-pending Intent Fidelity Score measures how closely a rendered mix matches what the creator meant. For a sonification, that means the spatial picture should stay faithful to the data, not just sound impressive.
  4. Deliver it in an open format. Spatial9 outputs object-based immersive audio, including IAMF, the open and royalty-free format behind Eclipsa Audio. The positions travel with the sound, so it plays correctly on headphones, phones, TVs and speaker systems. Read why we believe in open immersive standards.
  5. Render for any listener. On headphones, Spatial9 uses binaural rendering based on how the ears filter sound from each direction. The research behind it is covered in our article on MIT psychoacoustics hacks.
An immersive audio studio with a ring of speakers, a 3D sphere of sound objects on screen and a starfield on a second monitor
Spatial sonification in the studio: each dot on the sphere is a sound object with its own position. Illustrative image.

How advanced is Spatial9?

Spatial9 has presented its technology on the industry's main stages, alongside the companies defining the next generation of immersive audio:

Few teams combine an AI model trained on real spatial mixing decisions, a measurable quality score, and delivery in an open standard already streaming at global scale. That combination is what makes spatial sonification practical rather than a one-off experiment.

What spatial sonification can be used for

You can hear what spatial placement does to a mix on the Spatial9 demo, and learn the basics in how we hear in 3D.

Frequently asked questions

What is space sonification?

Space sonification is the translation of astronomical or spacecraft data into sound. Telescope images, radio waves, plasma vibrations and seismic readings are turned into pitch, volume, rhythm and, with spatial audio, position around the listener.

Is there sound in space?

Not in the way we hear it on Earth, because sound needs a medium to travel through. However, sound does travel through planetary atmospheres such as those of Mars, Venus and Titan, and very low pressure waves exist in the hot gas of galaxy clusters such as Perseus.

Is it "sonification" or "soundification"?

The scientific term is sonification. "Soundification" is a common alternative spelling with the same meaning: turning data into sound.

How does NASA create sonifications?

NASA teams map data to sound. A common method scans an image from left to right, mapping height to pitch and brightness to volume. For some data, such as plasma waves or the Perseus black hole, they shift real vibrations into the range of human hearing.

What does Mars sound like?

Mars is very quiet because its atmosphere is thin. Perseverance's microphones showed sound travels at about 240 metres per second there, and higher-pitched sounds travel slightly faster, at about 250 metres per second.

How does spatial audio improve sonification?

Spatial audio gives each data source its own direction, height and distance. Because the brain separates sounds from different directions more easily, listeners can follow more streams at once, and position itself carries information.

What did Spatial9 present at NAMM 2026?

Spatial9 co-founder and CTO Alan Silva took part in the A3E panel on sonification and spatial sound, and the founding team led a workshop on generative spatial audio. Spatial9 was also named one of the Best in Show at NAMM 2026 by eCoustics.

Sources

  1. NASA Science: Hubble sonifications.
  2. NASA Chandra X-ray Center: A Universe of Sound, including the 2022 Perseus black hole sonification.
  3. NASA JPL: The Voyager Golden Record.
  4. Gurnett, D. A., Kurth, W. S., Burlaga, L. F. and Ness, N. F. (2013). In situ observations of interstellar plasma with Voyager 1. Science, 341(6153), 1489-1492.
  5. Maurice, S. et al. (2022). In situ recording of Mars soundscape. Nature, 605, 653-658.
  6. Petculescu, A. and Lueptow, R. M. (2007). Atmospheric acoustics of Titan, Mars, Venus, and Earth. Icarus, 186(2), 413-419.
  7. Hermann, T., Hunt, A. and Neuhoff, J. G. (Eds.) (2011). The Sonification Handbook. Logos Verlag, Berlin.
  8. Kramer, G. (Ed.) (1994). Auditory Display: Sonification, Audification, and Auditory Interfaces. Addison-Wesley.
  9. Bregman, A. S. (1990). Auditory Scene Analysis: The Perceptual Organization of Sound. MIT Press.
  10. Cherry, E. C. (1953). Some experiments on the recognition of speech, with one and with two ears. Journal of the Acoustical Society of America, 25(5), 975-979.
  11. Díaz-Merced, W. L. (2013). Sound for the exploration of space physics data. PhD thesis, University of Glasgow.
  12. Arcand, K. K. et al. (2024). A Universe of Sound: processing NASA data into sonifications to explore participant response. Frontiers in Communication.
  13. The 2026 NAMM Show: Expanding the Creative Toolkit, Unlocking New Dimensions of Musical Expression Through Sonification & Spatial Sound (A3E).
  14. The 2026 NAMM Show: A3E Workshop, The Dawn of Generative Spatial Audio.
  15. eCoustics: Best in Show at NAMM 2026.
  16. PR Newswire: Google, Spatial9 and Music AI debut Eclipsa Audio immersive format at CES 2025.
  17. EIN Presswire: Spatial9 at AES Show 2025.
  18. [Alliance for Open Media: Spatial9 joins the Alliance for Open Media.](http://aomedia.org/press%20releases/Spatial9-Joins-the-Alliance-for-Open-Media)

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