Spatial Audio
Spatial audio from the stems you already have
Place every part of your song in space and hear it come alive on headphones, then deliver binaural, surround or Dolby Atmos from the same mix.
Uses 2 minutes of your allowance per minute of audio: a four-minute track costs 8 minutes.
How it works
What it measures, what it changes
And what stays yours to decide.
- 01
It starts from real sources
Spatial audio needs sounds to place. Bring your stems, or let Stem Separation make them from a stereo song. Each part is placed on its own, which is what makes the space real instead of a widening effect on a stereo file.
- 02
Every part gets its place
Each stem gets a position and a distance, starting from what the mix already suggests, so a wide guitar starts wide. Distance is rendered with the early reflections and air that make it sound far away, not just quieter.
- 03
Hear it on headphones, right away
A binaural render turns the space into a headphone mix, which is where almost all spatial music is heard. Put on any pair and judge it on the system your listeners use.
The specifics
What you would ask before trusting it with your audio
The formats, standards and numbers behind every result, each one measured.
- Binaural rendering
- HRTF-based rendering with distance cues, headphone first, because that is where spatial music is mostly heard.
- Dolby Atmos
- ADM BWF export on the Professional and Max plans, checked against the format's validation tools, not just written to disk. Dolby names the format we export to; this is not a partnership with Dolby.
- Surround upmix
- Through the API, a stereo song upmixes to 5.1, 7.1 and taller speaker layouts as multichannel WAV, with the separated parts placed into the room, or by primary-ambient decomposition if you prefer. Real placement from separated sources, not the fixed matrix an AV receiver applies.
- Stereo compatibility
- Every surround and Atmos render comes with a stereo version, folded down so the bass survives, because most listeners will hear that one. A spatial mix that falls apart in stereo trades the audience it has for the one it wants.
- Metering
- Spatial audio uses two minutes of your allowance per minute of song, and the rate is published, never hidden inside a credit.
Questions
What people actually ask
- Can you upmix my stereo master to surround or spatial?
- Yes. It is separated into stems and each part is placed in the room, or you can choose a primary-ambient upmix if you prefer. Either way you get a real surround mix, not a widening trick.
- Do I need special headphones?
- No. Binaural rendering is designed for ordinary headphones: the head-related transfer function does the work, so the hardware doesn't have to. Head tracking is a separate thing, and you don't need it to hear the effect.
- Will this get me onto Apple Music's spatial catalog?
- That needs an Atmos ADM deliverable that passes their validation, which is what the Professional-tier export is, and it's a real bar, not a checkbox. Distribution itself is between you and your distributor.
- Which format do I actually deliver?
- Binaural for the way almost everyone will hear it, ordinary headphones, and ADM BWF on the professional tiers for platforms that take an Atmos master. The stereo fold-down gets checked on every render; most listeners still get that version.
Try it
Put your own track through it
The free plan runs the whole engine on your whole recording and plays you the result, matched for loudness against the original. No card. You pay when you want the full-quality file, one track at a time, or with a plan if you make a lot of them.