Spatial Audio & Immersive Music for Drum & Bass: Complete Guide

Spatial Audio & Immersive Music for Drum & Bass: Complete Guide

Spatial9 Team · · Updated

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

Drum and bass runs at around 170 beats per minute, with chopped breaks, a heavy sub and growling mid basses. In stereo, the breaks and the bass fight for the same space and the track can sound crowded at high volume. In spatial audio, the breaks lead from the front, the sub anchors the middle and the mid bass can roll around you like it does in a warehouse rave. This guide covers how spatial audio for drum and bass works, where to place each element and how to make immersive drum and bass music from a stereo track. For the basics, see what spatial audio is.

Why drum and bass benefits from spatial audio

Drum and bass is club and festival music, built to be played loud on big systems. Spatial audio gives each layer its own space, so the breaks stay sharp and the bass feels physical even on headphones.

The rule: breaks in front, sub in the middle, movement in the mids.

Drum and bass spatial mix placement map with the breakbeat in front, vocal or MC close in front, sub bass centred, reese bass moving across the left, rides and shakers raised on the right, stabs behind right and pads raised behind left
A typical placement for immersive drum and bass. Fast breaks up front, bass that rolls around you.

Immersive music for drum and bass: what listeners hear

Where to place each element in a drum and bass mix

ElementPositionHeightWhy it works
BreakbeatFrontEar levelPunch and drive
Vocal or MCFront centre, closeEar levelClear over the beat
Sub bassCentreEar levelSolid foundation
Reese or mid bassMoving, left to rightEar levelEnergy and motion
Rides and shakersRight sideRaisedSpeed overhead
StabsBehind rightEar levelAccents and surprise
PadsBehind leftRaisedAtmosphere

The psychoacoustics behind drum & bass placement

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

The immersion profile for drum and bass

Immersion profile for drum and bass: width 4, height 3, movement 5, low-end focus 5, space 3 out of 5
Drum and bass uses maximum movement and low-end focus, with a medium room.

Drum and bass scores at the top for movement and low-end focus. The space is medium: enough to feel like a venue, but tight enough to keep the breaks sharp at high speed.

Tips for an immersive drum and bass mix

  1. Split sub and mid bass. Keep the sub centred and move only the mid bass.
  2. Keep breaks dry and forward. Too much room smears fast drums.
  3. Use movement on the drop. A bass sweep across the room makes the drop feel bigger.
  4. Lift the rides. Height separates them from the snare.
  5. Build with pads. Open the space behind during intros and breakdowns.
How a moving sound in a drum and bass mix is stored as positions over time in 3D space
Moving basslines are stored as positions over time, so they glide smoothly around the listener.

How to make immersive drum and bass music 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 breaks, bass and atmosphere and places each one in 3D.
  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.
One immersive drum and bass mix playing on headphones, phones, soundbars and home speakers
One immersive drum and bass master reaches listeners on headphones, phones, TVs and YouTube.

For related guides, read spatial audio for techno and spatial audio for EDM. Every guide is listed in spatial audio and immersive music by genre.

Frequently asked questions

Can I make a drum and bass 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 drum and bass mix covers both. You may also hear this called a 3D drum and bass mix or drum and bass in spatial audio. It is the same idea.

Is spatial audio good for drum and bass?

Yes. Separating the breaks, sub and mid bass makes fast, dense tracks sound clearer and heavier.

Should the bass move in a spatial drum and bass mix?

Only the mid bass. Keep the sub bass in the centre so the low end stays solid.

Can DJ mixes be converted to spatial audio?

Yes. Spatial9 can convert a stereo mix into immersive audio, though individual tracks or stems give the best results.

How much reverb should drum and bass use in 3D?

Keep it short on the drums. Use longer reverb only on pads and atmospheres.

Does immersive drum and bass 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. 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.

Make your drops roll around the room

Upload a track to Spatial9 and hear your bass move around you in minutes. Then export it or publish it straight to YouTube.

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