I really enjoyed our session on spatial sound, as it was an interest of mine prior to starting the course and something I would like to explore in much further depth in the future – both through spatialising sound in theatre spaces, and designing site-specific spatial sound installations.
In theatre contexts, which I often work in, having an array of speakers means that you are essentially working spatially, and having speakers placed in certain places could make sounds appear as though they are coming from somewhere else in the space. In Qlab, when working with an array of speakers you will typically use the audio patching bay to plot each audio cue to the speakers which you want it to output to. You can also then use fade cues to move the sound to different speakers and around the 3D theatre space.

Working with spatial sound in a DAW is quite similar, involving patching the outputs of audio channels to the numbered input which corresponds to the output of the desired speaker for that particular channel.

Spatial sound for headphones can be achieved by plugins like the Dear Reality plugins which they made freely available in April 2025. This plugin moves a stereo input around a virtual 3D space, manipulating the perceived distance from the listener in relation to the stereo output.
Beyond these technical processes, spatial sound can illuminate a sound design and bring it to life. By bringing it into the ‘real world’ the 3D space and beyond the ‘flat’ 2-dimensional world, the design is enhanced and becomes something much more animate and exciting.
We don’t necessarily need to always work spatially, however, and I think this is a trap that a lot of designers fall into – wanting to use ambisonic and binaural sound as an easy way to make their designs more interesting without thinking critically about whether it is really necessary to achieve the aims of the design, and whether there are other ways to add interest to their design.
In the world of spatial sound installations, I really enjoyed learning about Alice Boyd’s process of creating ‘The Sounds of King’s Cross’ in April 2025.
She really eloquently described her process of making a spatial sound installation, and described both the technical processes that went into it as well as the creative parts of gathering the field recordings – and the considerations that went into whether to capture the recordings with an ambisonic microphone or not, and how a sound with multiple channels would work on a d&b system.
She describes the final product having a feeling of “slightly heightened reality, where one minute you can be right next to a train and hear it screech past, then the sound of a bike or a pedestrian – and you move through these spaces almost like going through a dream.
This was the effect I wanted to create with my piece for headphones, a heightened reality where you experience uncanny sounds in contexts that feel dreamlike and surreal.
You can have a listen to an excerpt of how I used spatial sound in my piece here.
