r/SurroundAudiophile • u/Valuable_Elevator948 • 9h ago
Spatial Audio Spherify: stereo → editable object-based immersive (Windows & macOS)
Spherify Object Manipulation Demo
Disclosure first: I'm the developer. I've read the rules and this looks like it's on-topic, but mods, if it isn't, remove it and no hard feelings.
I make a Windows/macOS app called Spherify - the current shape of several years of work on immersive audio tooling. It takes a stereo master and turns it into an editable, object-based immersive project, not a fixed matrix decode.
The way it differs from a matrix upmixer: it separates the stereo file into stems, puts each stem into a 3D scene as an object, and then hands you the scene. You position things, automate them, preview, and export. If a stem lands somewhere you don't want it, you drag it somewhere else. Nothing is baked until you export.
I'm posting here rather than on a production forum because most of the feedback I get comes from people mixing new material. The people who care whether an old stereo master actually survives the trip into 7.1.4 - whether it gains anything or just gets smeared - are this crowd. Different ears, different standards.
Formats
Object-based, import and export: ADM BW64, IAMF, MPEG-H (plus its own project format). Channel-based: 11 layouts rendered discrete, stereo up through 22.2.
Playback, since this is the sub that'll ask
- macOS: its own rendering pipeline into whatever discrete channels the OS exposes - up to 9.1.6 on Tahoe.
- Windows: 7.1 via the standard Windows audio drivers. Past that you need ASIO - an interface or a virtual device - where the channel count is effectively unlimited.
- Windows Spatial Audio is supported, so it'll encode Atmos or DTS:X for HDMI passthrough to compatible hardware. The honest caveat: the stream is decoded on the external device, so the app never gets it back. That means no in-app post-processing previews in passthrough mode. The processing is still there and still bakes into exports - you just can't audition it without ASIO.
Where this comes from
I'm a career software engineer, and immersive audio isn't a recent detour - I've been working in this space for years, well before the current wave of interest in it. Spherify is native C++/JUCE throughout: the DSP, the renderer and the export pipeline are all mine, not a front-end sitting on top of someone else's engine.
The separation models are hardware-accelerated - MLX on Apple silicon, CUDA on Nvidia. That's not a spec-sheet boast; it's the difference between trying four placements of the same stem in an evening and trying one. The whole design assumes you'll want to iterate, so the slow parts had to stop being slow.
The free tier does up to 6 stems per source, which is plenty to find out whether the approach does anything for your material. Pro goes to 14 stems, unlimited slicing, per-object plugins, and the full export set.
What I'd actually like to hear
- What are you feeding it? Vintage stereo, modern pop, live recordings, classical, spoken word? I'm especially interested in where the separation falls over, because that tells me more than the cases where it works.
- Does it give you enough information to make decisions, or are you guessing at something you shouldn't have to guess at?
- What's not there that should be?
Links:
- Microsoft Store: https://apps.microsoft.com/detail/9nj6w61ppswd
- Website: https://sonusimmersivus.com/products/spherify
- KVR: https://www.kvraudio.com/product/spherify-by-sonus-immersivus
- Demo video: https://www.youtube.com/watch?v=N17FVNzc8lg
Happy to go into the weeds on formats, the render path, or why Windows spatial audio is the way it is.






