On 23 and 24 September 2026, ZiMMT Leipzig hosts RAUM+KLANG 2026, the Spatial Audio Network Conference. Martin Rieger is on the speaker list with a talk about where immersive audio earns its budget and where it does not.
Two days of expert talks, listening sessions, deep dives and workshops, built around a question the spatial audio field rarely asks out loud: what does 3D sound actually do for a project once it leaves the demo room. The conference language is English.
RAUM+KLANG is the spatial audio conference developed by ZiMMT, the Centre for Immersive Media Art, Music and Technology in Leipzig, in partnership with the Spatial Audio Network Europe (SANE). It puts artistic research and industry in the same room: composers, sound designers, developers, researchers and producers working across music, film, games, XR and media art.
The 2026 edition has a strong focus on real-world use cases and practical application, while keeping an eye on the research shaping the field. Expert talks meet hands-on workshops and deep dives into current tools and production methods. Breakout discussions open the floor for focused conversations between artists, developers and industry partners, and live performances demonstrate spatial audio in the room it was built for. Listening sessions run across both days, with archive material from ZiMMT, 4DSOUND, spæs and Amoenus.
Opened by Jakob Gruhl and Felix Deufel, initiators of the Spatial Audio Network Germany and Europe, with speakers from research, artistic practice and the tool side of the industry:
Single-day and two-day passes are available, and seats are limited. Get your ticket for RAUM+KLANG 2026 and join two days of spatial audio in Leipzig.
Which stories actually need 3D audio, and which are better served by plain stereo?
Martin works format-independent and argues that immersive audio is not automatically the better choice. Drawing on real projects, he shows where spatial sound unlocks something stereo never could, especially for VR and immersive storytelling with head-tracking, and where it is just expensive overhead.
The talk stays honest about the failures too. Over ten years and more than 100 projects in 15+ countries, from 360° field recordings under extreme conditions to post-production in the Munich studio, the pattern that keeps repeating is a mismatch between the format a project was sold on and the format the story actually needed. Head-tracked binaural on headphones carries a scene that stereo cannot hold. A talking-head interview does not get better because it was rendered in Ambisonics.
Expect real life examples with a focus on headphone projects, and a clear set of questions to ask before committing a budget to immersive audio. For producers, directors and agencies planning their next immersive format, this is the conversation that usually happens too late.
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