Sonarworks has teamed up with Dolby Atmos to launch a new mobile-first approach to immersive mixing, delivering personalised Dolby Atmos headphone monitoring through its SoundID Tools app, letting creators scan their ears, generate a custom profile and mix with greater spatial accuracy anywhere.
Key Features
- Personalised headphone monitoring using ear and head scanning via mobile camera
- Custom profile generation powered by Dolby technology
- Compatible with Dolby Atmos Renderer and supported DAWs
- Works alongside SoundID Reference calibration
- Available on iOS and Android devices with supported hardware
There’s always been a bit of guesswork when mixing on headphones. You trust your ears, but you also know your ears aren’t quite the same as anyone else’s and that’s before factoring in the quirks of your headphones. This new collaboration between Sonarworks and Dolby leans right into that problem, offering something a little more tailored than the usual “one-size-fits-all” approach to immersive audio.
At the centre of it all is the SoundID Tools mobile app, which introduces a workflow that feels surprisingly simple for something this technical. You start by scanning your head and ears using your phone’s camera a process that sounds futuristic but is essentially just a guided capture using the device’s front-facing sensors.

From there, the app builds a personalised listening profile using Dolby’s processing tech. That profile gets exported and dropped straight into your Dolby Atmos Renderer setup, whether you’re working standalone or inside a supported DAW. It’s a neat loop: scan, generate, export, mix. No complicated calibration rigs, no external measurement mics, just your phone and a bit of patience.
A More Personal Take on Immersive Mixing
What makes this interesting is the shift in thinking. Traditional room calibration tools (including Sonarworks’ own SoundID Reference) are built around correcting speakers or headphones to a neutral baseline. This new approach flips that slightly by factoring in you as part of the system.
Your ears, your head shape, even subtle differences in how sound reaches your eardrums — all of that influences how you perceive spatial audio. By building a profile around those variables, the idea is that your headphone mixes translate more reliably when played back in real-world Dolby Atmos environments.
It’s the kind of concept that makes a lot of sense once you sit with it. We’ve spent years trying to make monitoring systems more accurate, but rarely do we account for the listener themselves in a meaningful way.

Where It Fits in the Workflow
For producers already working in Dolby Atmos, this feels like a natural extension rather than a complete overhaul. The generated profile integrates directly into existing rendering workflows, so you’re not learning a new system, just refining the one you’re already using.
That said, it’s probably most compelling for those who rely heavily on headphones. Think producers working in untreated rooms, musicians on the road, or anyone building mixes outside a traditional studio space. The promise here is consistency and being able to trust what you’re hearing, even when your environment isn’t ideal.
Because it can be used alongside SoundID Reference, there’s potential to stack corrections: one for your headphones, one for your hearing profile. That combination could get surprisingly close to a controlled monitoring environment, all without leaving your laptop and headphones.
Hardware Requirements (and Reality Check)
There are a few practical limitations worth noting. On iOS, you’ll need a device with a TrueDepth camera (essentially anything from the iPhone XS or XR onwards while Android users need version 10 or higher.)
It’s not overly restrictive, but it does mean older devices are out. And like any calibration system, the results will only be as good as the input. A rushed scan or poor lighting probably won’t give you the most accurate profile.
Still, compared to traditional measurement setups, this is about as accessible as it gets.

The Bigger Picture
There’s a broader trend here that’s hard to ignore. As immersive formats like Dolby Atmos become more common, not just in film and gaming, but in music production — the tools around them are starting to evolve just as quickly.
What used to require dedicated rooms and expensive speaker arrays is slowly becoming more portable, more personal, and more software-driven. This Sonarworks and Dolby collaboration sits right in that space, bridging the gap between high-end spatial audio workflows and everyday production setups.
It also raises an interesting question: if monitoring becomes this personalised, how does that affect collaboration? If every producer is hearing a slightly different version of a mix based on their own profile, does that change how we define “accurate”?
Maybe not or maybe it just shifts the goalposts slightly.
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Early Impressions
The fact that it’s being offered as a free tool (at least in its current form) lowers the barrier significantly. It’s the kind of thing you can try without committing to a full ecosystem shift — which, in the world of audio software, is always a welcome move.
There’s something quietly appealing about the idea of mixing with a system that knows your ears. It doesn’t promise perfection, and it probably won’t replace a well-treated room anytime soon — but it does make the process feel a little more personal.
And in a world where most of us are bouncing between headphones, studios, and makeshift setups, that kind of consistency might be exactly what we’ve been missing.

