Since the mid-1990s, sound has been discussed and used in multimedia cartography. There are four main variants of auditory map elements that have been established in the theory and practice of audiovisual cartography, i.e. abstract sounds/abstract sound sequences, speech, music and, especially, audiorealistic sequences representing so-called “soundscapes”. In cartography, soundscapes are often addressed in large-scale representations. The term originates in multidisciplinary landscape research. Empirical findings of landscape research, and especially those of social constructivist landscape research, have shown the relevance of non-visual stimuli for people’s individual impressions and meanings of the experienced landscape. Amongst the non-visual landscape dimensions, the auditory dimension is the most prominent one. As 3D cartography offers new methods and techniques of designing and experiencing highly realistic, incl. photo- and audiorealistic landscape representation, this discipline becomes more and more interesting for simulating and presenting multisensory landscapes and for presenting the results of empirical findings in landscape research. After an introduction to traditional means of audiovisual cartography and the relevance of auditory stimuli for social constructivist approaches of landscape research, a modern software-based method is presented which highlights the opportunity to imbed 3D sound data representing a location’s soundscape into audiovisual 3D environments in Virtual Reality (VR). It is technically based on the cross-platform game engine Unity3D.