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Spatial Audio Mixer — Create 3D & Binaural Sound

Upload WAV, MP3, or OPUS tracks and position instruments in 3D space.

Drop audio or click (WAV/MP3/OGG/OPUS)

Your audio never leaves your device.

Spatial Engine

Legacy = browser HRTF. Advanced = HRIR with angle blending.

HRIR: Loaded

Demos & Presets

Hear the 3D effect fast. Loading replaces the current scene and starts playback.

Binauro Immersion: Submarine

Immersion

Inside-the-hull bed, bubbles at different depths, front sonar ping, distant hull groans.

Artificial Forest Rain

Mixed layers

Wind bed, light rain, stream, leaves, and two bird layers with gentle motion.

Orbit Fireflies

Auto-motion

Three soft pulses orbit your head with gentle height changes.

Pentatonic Bells

Auto-motion

Two calming chimes drifting in height with a roomy feel.

Ocean Breath

Auto-motion

Two soft whooshes glide front↔back for a wide, externalized bed.

Cardinal Beacons

Static

Four pulses at front/back/left/right for quick spatial A/B.

Midnight Groove (2-bar)

Static groove

Kick/snare/hat + clave + bass at 100 BPM, staged like a mini band.

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Community-supported
No login
Runs in your browser

Mix spatial audio in the browser

Drop your audio files and position each source in 3D. The mixer applies HRTF panning, early reflections, occlusion, distance curves, and per-track EQ for a clear headphone mix. When you’re ready, render stereo binaural or export Ambisonics for XR.


Workflow

  • 1) Import stems

    Drag multiple files or use the picker. Each file becomes a track with its own 3D position.

  • 2) Place in 3D

    Pan around the listener, set distance and height, choose room size, and enable early reflections or occlusion.

  • 3) Tweak clarity

    Use per-track EQ and gain to avoid masking while keeping spatial cues intact.

  • 4) Export

    Render headphone-ready binaural or Ambisonics for head-tracked XR pipelines.


Why this mixer?

  • Fast, private, and free

    Processing stays on-device. No uploads, no logins, no watermarks.

  • Headphone-first spatial mix

    Accurate HRTF panning, height cues, distance roll-off, occlusion, and early reflections.

  • Clarity without masking

    Per-track EQ, gain staging, and width controls preserve localization and intelligibility.

  • Flexible export

    Render binaural stereo for headphones or Ambisonics for XR pipelines.


Questions about Spatial Audio

  • Does it support real-time panning?

    Yes. Move sources during playback and hear position, distance, and occlusion changes instantly.

  • Is this truly 3D?

    Yes. Place sources on a 2D plane and add height (Z axis). Elevation cues are created via HRTF filtering and early reflections.

  • What about CPU load?

    HRTF and room processing run natively in the browser. If your device struggles, mute or freeze heavy tracks and reduce reflection order.

  • Can I use it for podcasts?

    Yes. Position voices and ambiences for a sense of space, then export a headphone-ready binaural stereo file.

  • Which audio formats work best?

    Lossless WAV is preferred for final renders. For stems, WAV or high-quality OGG/Opus are fine; everything is decoded locally.

  • Does it support Ambisonics for XR?

    Yes. You can render stereo binaural for headphones or export Ambisonics for engines that decode to head-tracked output.

  • How is privacy handled?

    Audio is processed locally via the Web Audio API. Files are not uploaded to a server.

  • Which HRTFs are used?

    The mixer ships with common datasets (e.g., CIPIC). You can switch profiles to fit different ear shapes and perceived width.

  • Any limits on project size?

    Modern laptops handle dozens of tracks. For large sessions, prefer 48 kHz sources, freeze heavy chains, and keep IR lengths reasonable.

  • Is latency an issue?

    Live monitoring is near-instant for panning and EQ. Convolution adds a small buffer; render is offline and sample-accurate.

  • Supported browsers?

    Latest Chrome, Edge, and Firefox perform best. Safari works but may need smaller projects due to AudioWorklet constraints.

  • Recommended sample rate?

    Use 48 kHz for consistent HRTF filtering, cleaner resampling, and reliable Ambisonics export.


Tags
spatial audio mixer
3D audio
binaural
HRTF
360 audio
VR audio
AR audio
game audio
Web Audio API
headphone virtualization
early reflections
occlusion
distance attenuation
stereo export
WAV
MP3
drag-and-drop stems
real-time panning
room simulation
free online tool

Quick facts

  • Runs in your browser

    No login. Local processing via Web Audio API.

  • Input formats

    WAV, MP3, Opus, Ogg (multiple stems supported).

  • Spatial features

    HRTF panning, early reflections, occlusion, per-track EQ.

  • Outputs

    Stereo binaural

  • Use cases

    Headphone mixes, mockups, XR, game audio, podcasts.

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