If you're working in immersive audio — whether for film, games, broadcast, or music — chances are you've heard of ADM. It's the format behind Dolby Atmos, MPEG-H, and other object-based audio workflows.
In this post, we’ll walk you through how to use Sound Particles 3’s built-in ADM export feature, step by step — helping you deliver professional object-based mixes with just a few clicks.
What is Object-Based Audio?
Before jumping into ADM, let’s quickly review what makes object-based audio different from the traditional audio formats you're used to.
In channel-based audio (like stereo or 5.1), each sound is assigned to a fixed speaker. For example, in a 5.1 mix, a gunshot might be placed in the rear-left speaker — and that’s it. The speaker layout determines how the sound is played back.
But in object-based audio, each sound is treated as an individual object with its own metadata: position, movement, volume, and sometimes even priority. The playback system uses that metadata to adapt the sound to any speaker layout — whether it's a cinema with 64 speakers or a pair of headphones.
What is ADM?
ADM stands for Audio Definition Model. It's an open standard designed to describe object-based audio scenes.
Instead of just storing audio channels, ADM files contain both audio and all the metadata needed to describe an immersive mix, including:
- The number and type of sound sources (beds and objects);
- The 3D positions of each sound;
- How sounds move over time;
- Their gain (volume), priority, and more.
This makes ADM the foundation for delivering audio in formats like Dolby Atmos.
Preparing a Session in Sound Particles 3
Sound Particles 3 is ideal for creating complex, immersive soundscapes using particles, automation, and spatialization tools.
To export ADM, start by opening or creating a session. For this example, imagine we’re working on a battlefield soundscape with the following elements:
- A helicopter flying overhead;
- Several Particle Groups for crowds and explosions;
- A Particle Emitter for passing military vehicles;
- A Virtual Microphone for rendering.
🎧 Pro Tip: Use a Binaural Mic to render your project and preview it with headphones. This helps you hear the spatial positioning before exporting.
How to Export ADM from Sound Particles 3
When you're ready to export:
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Go to File → Export → Export ADM
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Sound Particles will scan your session and automatically suggest which tracks should be:
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- Objects (individual, moving elements)
- Bed (static ambience or grouped background sounds)
You can override these suggestions manually based on your creative intent.
Understanding Objects vs Beds
- A Bed is a static channel-based mix — for example, a 7.1.2 ambience layer. You might assign a crowd background or ambient explosion sounds to the Bed;
- An Object is a sound that includes spatial metadata: where it is, where it's going, how loud it is. You’d assign your helicopter to an Object, since it moves across space.
.🧠 Important: Each particle in a track assigned as an Object will generate a unique ADM object. If you have 100 particles in a group, you may end up with 100 ADM objects — which can exceed platform limits like Dolby Atmos (128 total objects).
⚙️ ADM Export Settings
Once your tracks are assigned, you’ll be presented with several key export options:
- Reference Point: Choose whether your ADM metadata will use the Origin or your Microphone as the spatial reference.
→ Use Origin for static scenes; Mic for first-person POV. - Max Number of Objects: Useful when your scene includes many particles — define the limit based on the target format
- Shared Objects: Allows multiple particles to share the same object metadata.
→ Helpful for dense scenes with similar movement, like rain or crowd noise. - Trajectory Resolution: Defines how detailed the movement data is over time.
→ Higher resolution = more accurate motion, but larger file sizes.
Click OK and Sound Particles will export your ADM-compliant .wav
file (BWF with metadata).
A progress bar will let you track the render in real time.
Importing ADM Files into Sound Particles 3
Sound Particles 3 doesn’t just export ADM — it also supports importing ADM files created in other software.
To import:
- Go to File → Import → ADM File
- Choose the file
- Select which objects and beds you want to include
Sound Particles will automatically:
- Place each object in the 3D scene
- Reconstruct its trajectory and gain automation
- Display all imported metadata clearly
Importing ADM into ProTools
If you're delivering your Sound Particles mix to a Pro Tools session:
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Open Pro Tools
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Go to File → Import → Session Data
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Select the ADM
.wav
file -
Choose which beds and objects to import
Each object will appear as its own track, with pan automation, gain, and position intact — just as you created it in Sound Particles.
ADM is the backbone of modern immersive audio, and Sound Particles 3 makes it incredibly easy to work with.
Whether you're creating for film, broadcast, games, or VR/AR, exporting your project as an ADM file in Sound Particles allows you to deliver spatially rich, object-based mixes that are fully compatible with Dolby Atmos and other immersive platforms.
👉 Download the free trial of Sound Particles 3 and start exploring object-based audio with ADM export today.
Have any questions? Leave a comment or get in touch — we’d love to hear from you!
Share your experiences with us using #MadeWithSoundParticles and don’t forget to tag us!
Topics: Sound Particles, Audio Software, Sound Design, Tutorials, Cinema, Audio tech, 3D audio, Surround Sound, ADM