Unveil

3D spatial & depth analysis

Spatial analysis goes beyond left-right width to how a mix sits in depth — what feels close and what sits back — and how it translates between headphones and speakers. Unveil examines the stereo image, reverb/time-based effect balance, and headphone vs speaker considerations so your mix keeps its space everywhere it's played.

What depth and space mean in a stereo mix

A stereo file has only two channels, but listeners perceive a three-dimensional scene: sounds that are far or near, high or low, wide or narrow. That impression is built from cues in the signal. Spatial analysis looks at those cues to judge whether the mix has a believable sense of space, or whether everything sits at the same distance on one flat plane.

This matters because a mix with only left/right placement feels like a row of instruments in a line. Adding front-to-back depth lets the lead sit forward, supporting parts sit behind, and ambience wrap around. It also helps with clarity, because sounds at different perceived distances mask each other less.

The main depth cues

How depth is analysed from a file

From a stereo file you can estimate several things. The correlation and mid/side balance indicate how much of the signal is in the centre and how much is decorrelated. The spectrum over time shows how bright or dark different sections are. Level fluctuations and tail decay after sudden stops indicate the amount and length of reverb. A stereo image plot shows how elements are spread across the field.

What you cannot do reliably is separate each instrument's distance without access to the stems. In a mixed file, a dark, wet sound might be a distant instrument or a deliberately dark one. The measurements tell you what is present in the signal, and your ears decide what it means.

Binaural and Dolby Atmos at a high level

Binaural audio simulates how sound reaches each ear, including small timing and level differences and the filtering from the head and outer ear (head-related transfer functions). Over headphones this can create the impression that sounds come from outside the head, in front, behind, or above. It works less reliably over loudspeakers, and individual head shapes vary, so the effect differs between listeners.

Dolby Atmos is an object-based format. Sounds are authored as objects with positions in three-dimensional space plus a bed of channel-based audio. At playback the system renders these to the available speakers, or to a binaural headphone mix. Music services that support it deliver the rendered result to the listener's device.

For stereo mixes, the practical lesson is that depth and width cues should be designed to survive a downmix. A mix that relies on extreme phase tricks for its spatial feel can collapse in mono or on speakers.

The honest limits of analysis from a stereo file

A stereo file does not contain objects, height information, or a record of how it was made. Any claim about elevation or true 3D position from a two-channel file is an inference. You can measure width, correlation, spectral brightness and reverb tails, and these are good proxies for perceived space, but they are not the space itself.

Playback system, room acoustics and headphones change the perceived result. Two people can read the same measurements and hear different spaces. Use the numbers to find problems and to compare versions, and trust critical listening for the final judgement.

Step-by-step workflow and worked example

Worked example: a vocal sits flat against the guitars. The lead vocal gets a plate reverb at 1.6 s decay with 30 ms pre-delay at about 15 percent wet. The backing vocals get the same plate with 5 ms pre-delay, 25 percent wet, and a gentle low-pass at 8 kHz. They are also 2 dB lower in level. The lead now appears in front, the backing vocals behind, and no extra width was needed. In mono, the vocal levels barely change.

Mistakes to avoid: using long reverb on everything, which smears the mix; ignoring pre-delay; panning every element hard; and treating Atmos-style effects as something stereo EQ can imitate.

  1. List the elements and decide where each should sit: front, middle, or back.
  2. Set level and EQ for each position. Back elements are lower and darker.
  3. Use one or two shared reverbs instead of a different one on every channel, so the sources feel like they share a room.
  4. Set reverb pre-delay by role: 25 to 40 ms for lead vocals, less for background parts.
  5. Check the mid/side balance and correlation to ensure the reverb adds width without making the centre hollow.
  6. Listen in mono and on headphones to confirm the depth survives.

What you get

Questions

What creates depth in a mix?

Level, reverb send amount, pre-delay, and high-frequency roll-off on distant elements. Unveil looks at the overall spatial balance and flags when time-based effects are washing the mix out.

Why does my mix sound different on headphones?

Headphones expose stereo width, reverb tails, and mono-compatibility issues that speakers mask. Spatial analysis flags the imbalances that cause the biggest translation gaps.

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