A dark Durban warehouse party with dancers in red and amber light, a DJ with a laptop and controller, haze, and faint glowing rings of light above the crowd.

Spatial Audio & Immersive Music for Gqom: Complete Guide

Spatial9 Team · · 9 min read

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

Key takeaways

  • In a spatial gqom mix the broken kick and sub bass stay centred and mono, while chants, toms, the synth drone, whistles, hats and a dark reverb surround the listener.
  • Thanks to the precedence effect, gqom toms can keep their place at the front right while their long tails spread into the room behind.
  • Gqom movement comes from toms, whistles and echoes, never from the kick, so the off-grid pattern stays heavy and easy to feel.
  • The gqom immersion profile scores width 4, height 3, movement 4, low-end focus 5 and space 4 out of 5.

Gqom comes from Durban, in South Africa's KwaZulu-Natal province, where it emerged in the early 2010s. It spread through taxi sound systems, local parties and phone file sharing long before it reached international clubs, and producers such as DJ Lag and Distruction Boyz helped bring it to a wider audience. The name is commonly described as an onomatopoeic Zulu word for the sound of a hard drum hit. The sound is raw and minimal: a heavy kick that avoids a straight four-to-the-floor pattern, a deep sub, booming toms, a dark, repeating synth loop or drone, and chanted vocals, whistles and shouts. Tempos usually sit somewhere around the house range, but the broken kick makes the groove feel tense and unpredictable. With so few parts and so much weight, the empty space and the echo of each drum matter as much as the hits. This guide covers how spatial audio for gqom works, where to place each element and how to make an immersive gqom mix. For the basics, see what spatial audio is.

Why gqom works in spatial audio

Gqom is dark, heavy and sparse. A broken kick, a drone and a few drum hits fill a whole track, and the tension comes from what happens between them: a tom ringing out, a chant answered by a whistle, a kick that arrives late. In stereo those details stay pressed between two speakers. In an immersive mix the toms can boom from one side, the whistle can cut in from above, and the reverb can open up behind you like a warehouse after dark.

The rule: a heavy, fixed kick, a dark room that answers back. The kick and sub never move, while toms, whistles and echoes work around the listener.

Gqom spatial mix placement map with kick front centre and sub bass centred, vocal chant front left, toms moving at front right, synth drone wide left, whistle raised and moving on the right, hats and shakers raised behind right and dark reverb raised behind left
A typical placement for immersive gqom. A heavy, locked kick and sub with booming toms, chants and whistles answering from a dark room.

Immersive music for gqom: what listeners hear

Where to place each element in a gqom mix

ElementPositionHeightWhy it works
KickFront centreEar levelThe broken, heavy pulse
Sub bassCentreEar levelDeep weight under every hit
Vocal chantFront leftEar levelA call from the crowd
TomsFront right, movingEar levelBooming rhythm with its own lane
Synth droneLeftEar levelDark, hypnotic colour
WhistleRight, movingRaisedSharp accent that cuts through
Hats & shakersBehind rightRaisedFast top end overhead
Dark reverbBehind leftRaisedA raw, cavernous room

The psychoacoustics behind gqom placement

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

The immersion profile for gqom

Immersion profile for gqom: width 4, height 3, movement 4, low-end focus 5, space 4 out of 5
Gqom pairs a maximum low end with a dark, deep room and toms and whistles that keep the space moving.

Low-end focus is at maximum because the heavy kick and sub are the core of every gqom track. Space is high, since booming toms and dark reverb turn the room into part of the sound. Movement is high but not at maximum: the broken kick and sub stay still, and the motion comes from toms, whistles and echoes rather than a constantly spinning mix. Height stays moderate, with whistles and hats lifting above a mostly ear-level groove.

Tips for an immersive gqom mix

  1. Keep the sub mono. The heavy low end must stay identical from every direction.
  2. Let the toms carry the space. Give the toms their own side and let their tails spread behind.
  3. Respect the broken kick. Never move the kick, so its off-grid pattern stays clear and physical.
  4. Use the drone as a wall. Place the dark synth loop wide and steady so it frames the room.
  5. Keep accents sharp. Whistles and shouts should cut in from above and the sides, not sit in the centre.
How a gqom mix opens up from two speakers into a full room of booming toms, chants and dark reverb in spatial audio
In stereo, gqom toms and chants share two speakers. In spatial audio they surround the listener around a fixed kick.

Gqom variations: 3-step and sgubhu

The core placement still applies across the Durban sound: heavy kick and sub in the middle, chants in front, drums and atmosphere around the listener. What changes is how broken the kick pattern is and how dark or smooth the track feels.

3-Step

3-step started as a name for gqom built on a broken groove organised around three kick hits per bar, and it has since also been used for a newer South African dance style that blends that three-kick rhythm with afro house and amapiano colour. In both cases the three kicks are the signature, so keep them centred and mono and never move them. Newer, more melodic 3-step adds pads, keys and smoother vocals, which suit wide positions to the sides and a slightly larger room. Percussion and shakers can sit raised behind.

Sgubhu

Sgubhu comes from a Zulu word for the sound of a drum, and it is sometimes used as another name for gqom itself. As a style it usually means a steadier, four-step kick closer to house and deep house, with a smoother, rolling feel. With a regular kick, the groove can carry a little more movement elsewhere: let toms and percussion drift between front left and front right, and spread pads or synth loops wider around the listener. Keep the sub locked in the centre and use a warm, medium room.

Durban's scene keeps splitting into newer branches with their own names. The same idea holds for all of them: lock the kick and sub, keep the chant in front, and let toms, whistles and echoes fill the dark room.

How to make immersive gqom 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 and places each part, locking the broken kick and sub and sending toms, chants, whistles and reverb around you.
  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.

For related guides, read spatial audio for afro house and spatial audio for amapiano. Every guide is listed in spatial audio and immersive music by genre.

Frequently asked questions

Does this guide cover 3-step and sgubhu?

Yes. 3-step keeps its signature three-kick pattern centred, with melodic pads and vocals spread wide in the newer style. Sgubhu has a steadier, house-like kick, so toms, percussion and synth loops can move a little more around a locked sub.

Can I make a gqom 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 gqom mix covers both. If you plan to release the Atmos version on Apple Music, build it from your original stems or multitracks, because Apple does not accept Atmos made from a finished stereo master. See where to publish spatial audio. You may also hear this called a 3D gqom mix or gqom in spatial audio.

Is spatial audio good for gqom?

Yes. Gqom is sparse, heavy and dark, and spatial audio gives its toms, chants and echoes room to move around a kick that hits you straight in the chest.

How is gqom different from amapiano in spatial audio?

Amapiano is built around the log drum, jazzy keys and a smooth, laid-back groove, so its mix is warmer and more melodic. Gqom has a broken, heavier kick, little harmony and a darker room, so the mix relies on toms, drones and reverb for its sense of space.

Where should the toms go in immersive gqom?

To one side, usually the front right, with gentle movement and their reverb tails spreading behind the listener. That keeps them clear of the kick while they still fill the room.

Can I convert a finished gqom 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 gqom work on normal headphones?

Yes. The mix is rendered binaurally, so the heavy kick, booming toms and dark reverb work 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.

Turn up the dark room

Upload a track to Spatial9 and hear your toms and chants boom around a heavy, broken kick in minutes. Then export it or publish it straight to YouTube.

Try Spatial9 free