Spatial Audio & Immersive Music for Classical: Complete Guide

Spatial Audio & Immersive Music for Classical: Complete Guide

Spatial9 Team · · Updated

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

Classical music has always been about the room. Composers wrote for specific halls and churches, and the sound of that space is part of the music. Stereo can only suggest it. Spatial audio for classical music can put the hall all around you. This guide explains how. For background, read what spatial audio is.

Why classical music gains so much from 3D

A symphony orchestra spreads across a wide stage, with sections at different depths and heights. The hall adds reflections from the side walls, the back of the room and the ceiling. All of that information is what makes a live concert sound so rich.

A spatial mix keeps both parts: the precise position of each section in front, and the enveloping sound of the hall around you.

Classical spatial mix placement map with first and second violins, violas, cellos and basses across the front, woodwinds and brass further back, and hall ambience raised behind the listener
A typical placement for immersive classical music, following a traditional orchestral seating plan.

Immersive music for classical: what listeners hear

Where to place each section in a classical mix

SectionPositionHeightWhy it works
First violinsFront leftEar levelTraditional seating, leads the melody
Second violinsFront left of centreEar levelSits beside the firsts
ViolasFront right of centreEar levelMiddle voices in the centre of the stage
CellosFront rightEar levelWarm bass voices on the right
Double bassesFar front right, behind the cellosEar levelFoundation of the orchestra
WoodwindsCentre, behind the stringsSlightly raisedMatches their place on risers
Brass and timpaniBack of the stageRaisedDistant but powerful
Hall ambienceBehind, sides and aboveRaisedRecreates the concert hall

Seating plans vary between orchestras and pieces, so follow the layout of the actual recording when you know it.

The psychoacoustics behind classical placement

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

The immersion profile for classical

Immersion profile for classical: width 4, height 4, movement 1, low-end focus 2, space 5 out of 5
Classical music relies on space and height, with almost no artificial movement.

Space scores the maximum because the hall is part of the performance. Movement scores the minimum, because the players do not move during a concert. Height matters more than in most genres, because hall reflections arrive from above.

Recording approaches for immersive classical

Many classical recordings are made with a main microphone array plus spot microphones on each section. Some are also captured with Ambisonic microphones, which record the whole sound field in every direction.

Comparison of first, second and third order Ambisonics showing increasing spatial resolution
Higher Ambisonic orders capture the hall with more spatial detail.
An Ambisonic microphone recording the sound field in a hall
Ambisonic microphones capture the full 3D sound of a performance space.

Tips for an immersive classical mix

  1. Respect the seating plan. Listeners familiar with orchestras will notice if a section is in the wrong place.
  2. Let the hall surround you. Put reflections and ambience behind and above, not on top of the orchestra.
  3. Avoid movement. Nothing should travel unless the piece is written for moving performers.
  4. Keep the dynamics. Classical music has a huge range from quiet to loud. Do not squash it to make the 3D effect more obvious.
  5. Check on headphones and speakers. Read how binaural audio delivers the hall on headphones.

How to make immersive classical music from a stereo recording

Spatial9 can create spatial audio from a stereo recording:

  1. Upload your stereo master or stems for each section.
  2. Spatial9's AI separates the parts and places them in 3D, with the room around the listener.
  3. Listen in binaural on headphones.
  4. Export Eclipsa Audio, ADM, binaural or Ambisonics. Third-order Ambisonics is a natural fit for hall recordings.
  5. Share a performance video. Create a YouTube-ready video with your immersive audio and your own footage, and publish it directly.

For smaller acoustic ensembles, read spatial audio for jazz. For music made entirely of space and texture, see spatial audio for ambient. Every guide is in spatial audio and immersive music by genre.

Frequently asked questions

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

Yes. The placements in this guide work for both. Spatial9 exports ADM, the standard file used by Dolby Atmos studios, as well as Eclipsa Audio for YouTube, so one immersive classical mix covers both. You may also hear this called a 3D classical mix or classical in spatial audio. It is the same idea.

Is spatial audio good for classical music?

Yes. Classical music is one of the best genres for spatial audio, because the sound of the hall is part of the music. Spatial audio puts the orchestra in front and the hall all around the listener.

How should an orchestra be placed in spatial audio?

Follow the real seating plan: violins on the left, violas and cellos towards the right, basses on the far right, and woodwinds, brass and percussion further back and slightly raised.

Should anything move in an immersive classical mix?

Usually not. The players sit still during a concert, so a realistic mix keeps every section in place.

What format is best for immersive classical recordings?

It depends on where it will be heard. Ambisonics captures the whole sound field and works well for hall recordings. Eclipsa Audio and ADM are used for delivery and streaming.

Can I convert an existing stereo classical recording to spatial audio?

Yes. Spatial9 uses AI to create an immersive mix from a stereo recording and exports it as Eclipsa Audio, ADM, binaural or Ambisonics.

Dolby and Dolby Atmos are trademarks of Dolby Laboratories. Spatial9 is not affiliated with or endorsed by Dolby Laboratories.

Sources

  1. Blauert, J. (1997). Spatial Hearing: The Psychophysics of Human Sound Localization, revised edition. MIT Press. Low-frequency, elevation, distance and motion cues.
  2. Mills, A. W. (1958). On the minimum audible angle. Journal of the Acoustical Society of America, 30(4), 237-246.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. Neuhoff, J. G. (1998). Perceptual bias for rising tones. Nature, 395, 123-124.
  8. Bregman, A. S. (1990). Auditory Scene Analysis: The Perceptual Organization of Sound. MIT Press.

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