1st Edition

Immersive Sound Volume II The Design and Practice of Binaural and Multi-Channel Experiences

Edited By Agnieszka Roginska, Paul Geluso Copyright 2026
540 Pages 113 B/W Illustrations
by Focal Press

540 Pages 113 B/W Illustrations
by Focal Press

Immersive Sound Volume II: The Design and Practice of Binaural and Multi-Channel Experiences is a collection of interviews and essays providing a comprehensive guide to the history, theory, and creative applications of 3D and spatial audio across music, production, theatre, installations, and film.

Offering both foundational knowledge and practical insights into the design and implementation of immersive sound experiences, expert contributors present each topic in depth, with chapters structured for both sequential learning and standalone reference. By combining historical context, cognitive perspectives, and real-world applications, this book connects theory with practice and helps readers expand their technical, academic, and creative potential in the rapidly evolving field of spatial audio.

This is a valuable resource for all spatial audio content creators, including audio engineers, sound designers, researchers, educators, composers, performers, and students seeking a comprehensive understanding of immersive sound and its applications across different disciplines. This book serves as a companion to Immersive Sound: The Art and Science of Binaural and Multi-Channel Audio.

Introduction: Artistic Intention and Technical Considerations

Paul Geluso and Agnieszka Roginska

Chapter 1. History of Immersive Sound Experiences

Braxton Boren

Part I: Guiding Principles and System Design

Chapter 2. Hamasaki-Square, Hamasaki-Cube, and the Development of the 22.2 System

Kimio Hamasaki

Chapter 3. Early Immersive Sound and the Development of Auro 3D

Wilfried van Baelen

Chapter 4. Immersive Experience: Height, Acoustics and Emotional Impact

Wiesław Woszczyk

Chapter 5. Natural Listening, Binauralization and Recording Workflow

Hyunkook Lee

Chapter 6. Immersive Workflow: Mixing in Binaural, and Mixing for Large Space

Tom Ammerman

Chapter 7. Immersive Acoustics and Reverberation

Ralph Kessler

Chapter 8. Creating and Distributing Immersive Audio Experiences

Jean-Marc Jot, Thibaut Carpentier, Olivier Warusfel

Chapter 9. From Measurement to Immersion: Historical Acoustics and Modern Applications

Brian F.G. Katz

Chapter 10. Volumetric Sound Capture

Tomasz Żernicki

Chapter 11. From Live Sound to Virtual and Distributed Experiences

Gavin Kearney

Chapter 12. Acoustic and Perceptual Factors in Sound Design for XR

Marta Gospodarek, Olivier Warusfel, Agnieszka Roginska

Chapter 13. Take Me Out: Moving Virtual Reality Outside Academic Laboratories to Medical Clinics and Museums

Rolf Nordahl and Stefania Serafin

Chapter 14. Enhancing Museum Experiences with Real-Time, Immersive 3D Audio Technology

Kyla McMullen, Chenshen Lu, John Glass

Chapter 15. Immersive Technologies and Artificial Intelligence as Therapeutic Tools for the Treatment of Neurocognitive Diseases and Functional Diversity

Nuria Lloret Romero and Jorge Sastre Martinez

Part II: Production and Creative Practice

Chapter 16. Sound Installations: The Art and Implementation 

Charlie Morrow

Chapter 17. Perspectives on Multi-Channel Compositions

Michael J. Schumacher

Chapter 18. Spatial Sound Composition - Concept and Practice

Daniel Neumann

Chapter 19. Immersive Theatre: The Emergent Edge of Storytelling with Sound and Spectacle

Rhiannon Catalyst

Chapter 20. Sound for Immersive Theater: Audio Engineering for "Sleep No More"

Gregory Hanson

Chapter 21. Cinematic Sound Immersion

Steve Schatz

Chapter 22. Make the Loudspeakers Disappear

Nathaniel Reichman

Chapter 23. Music Composing for Immersive Experiences

Piet Goddaer

Chapter 24. Immersion in 3D Audio Music Productions

Lasse Nipkow

Chapter 25. Creating and Producing Music in Immersive Audio

Justin Gray

Chapter 26. Immersive Audio Case Studies for Immersive Audio in Rock and Pop Music

Miles Fulwider and Vincent Gabriel Antonini

Chapter 27. Producing and Recording Acoustic Music in Immersive      

Morten Lindberg

Chapter 28. Perspectives on Immersive Recordings

David v.R. Bowles

Chapter 29. The Vertical AB System, Content Correlation, and the David Bowie Exhibit

Gregor Zielinsky

Chapter 30. Recording and Mixing "Picturing the Invisible - Focus 1"

Jane Ira Bloom, Ulrike Schwarz, Jim Anderson

Chapter 31. Recording "Soundtrack of the American Soldier" and Remixing "Star Wars"

Leslie Ann Jones

Chapter 32. Immersive Music Production for Latin American Artists

Andres Mayo

Chapter 33. Mastering for Immersive      

Michael Romanowski

Biography

Agnieszka Roginska conducts research in the simulation and applications of immersive and 3D audio including the capture, analysis and synthesis of auditory environments. Applications of her work include AR/VR/XR, gaming, and mission critical. She is the author of numerous publications on the topics of acoustics and psychoacoustics of immersive audio and is a Professor of Music Technology at New York University. Agnieszka is a Fellow of the Audio Engineering Society (AES), and a Past-President of the AES.

Paul Geluso is a New York based sound engineer, educator, and musician. He has worked professionally in many areas of sound and music production, being credited as engineer, producer, composer, and musician on hundreds of commercial releases including Grammy and Latin Grammy nominated recordings. He is a Professor of Music Technology and founder of the Tonmeister program at New York University. He has served as the Chief Sound Engineer at Harvestworks Digital Media Arts for over three decades.