Spatial effects for DJs

Two kinds of effect: a DJ’s stereo effects translated into movement, and whole-field effects that only a 3D system can do. Neither has a published reference mapping; everything here is derived (from motion perception and the MJ playbook) or an idea waiting for a design. Tags: R = rests on research, G = a guess to test, sim = checked in the movement lab’s simulation.

Stereo DJ effects, translated

A DJM’s Beat FX are set in note values (delay and echo 1/16–16 beats; filter, flanger, phaser cycles 1/16–64 beats). A DJ thinks in those values; a 3D effect should too.

Stereo effect

In 3D

Rate

Tag

Auto-pan L↔R

a step between two opposite points (a fast glide at most)

½–2 beats per side

G; step > glide (short glides fall under the ear’s integration time) — R, sim

Auto-pan circle

rotation

1 lap per 1–4 bars; 1 lap per beat only as a swirl

R

Filter sweep

sweep the moving band’s FREQ while it orbits: the band “climbs” (higher is heard higher)

4–16 bars

R (Lee 2015) + G

Echo throw

throw the delay return to the side opposite the source and let it drift back

over 1–2 bars, delay ¼–1 bar

G; needs the delay on its own movable path

Riser

climb in elevation, double the rotation every 4 bars, high FREQ

8–16 bars

R (elevation needs HF) + G

Drop

snap the band to the front, or freeze it, on the one

1 beat

G; the “stop and restart on the one” result supports it (sim)

In the simulation every effect cost a little attention when used as a routine: effects are accents, not the main course.

Whole-field effects on a deck’s B-format (ideas, 2026-10-30)

StemDeck’s decks deliver their stems as a 3rd-order Ambisonics field (B-format). On that field, the whole room can move rather than one source — the effect no stereo setup has. The maintainer: “note the fx. we will need them.” Not designed or scheduled; each would be an IEM plug-in in the engine, per deck input.

Effect

Tool (IEM suite)

What the room hears

CPU

Spin

SceneRotator

the whole deck turns around the room, beat-synced (e.g. one turn per bar), or tilts overhead; hold to speed up, release to land home on the downbeat

almost none

Tunnel / zoom

AmbisonicWarp (ToolBox)

the field pulled together towards one direction during the build, snapping open to the full room on the drop: a spatial riser

low

Explode

GranularEncoder

one stem (hats, a vocal chop) scattered as grains over all speakers, then pulled back

medium

Throw / freeze

FdnReverb (ambisonic)

a 3D echo-out: send a stem, freeze, the tail stands everywhere while the beat runs on; pairs with the delay

medium

Directional ducking

DirectionalCompressor

sidechain pumping from one direction only: the kick pushes the pads backwards

low–medium

Doppler room

RoomEncoder

a stem as a source in a virtual room with reflections and Doppler: a fast orbit gets a real swoosh

high, per source

Start with spin and tunnel: cheap, whole-field, and the hardest hit (build → tunnel, drop → spin).

How they are operated (DJ view, not decided)

  • One pad per effect, momentary: hold = on, release = back. There is no undo in front of a room.

  • Beat-quantised start and end (next downbeat or bar), with a “now” override — the same pairing as quantised transport with an instant variant.

  • One knob per effect for intensity (spin speed, tunnel width, grain spread).

  • Per deck, wherever the deck runs.

Movement and stems: how much of a stem goes into 3D

A stem at rest is steady. An action raises the stem’s 3D to full over its first beat and lowers it over its last (the effective 3D is the deck’s 3d × the action’s envelope). A separate per-stem 3D knob was tried and dropped (2026-10-29): with stems, the action is the gesture.