The rapid growth of extended reality (XR) technologies has highlighted the critical role of immersive audio in enabling natural, effective, and socially meaningful interactions. While visual realism has traditionally dominated XR development, auditory perception remains a key driver of presence, communication, and behavioural response. The EU-funded SONICOM project (GA 101017743), ended in June 2026, aimed at addressing this cIRCAM:Galleryenge by advancing the scientific, technological, and perceptual foundations of immersive audio for augmented and virtual reality, with a particular focus on personalisation, interaction, and reproducibility. This workshop presents a comprehensive overview of SONICOM’s outcomes, structured around its core Work Packages (WPs), and delivered directly by WP leaders. It is designed as an interactive session, where each WP will briefly introduce not only scientific findings, but also tangible outputs including datasets, software tools, hardware prototypes, and open research resources. In addition, SONICOM will be represented across the broader conference through multiple contributions, including demonstrations, papers, posters, and tutorials. This workshop will explicitly connect to these activities, guiding participants towards relevant sessions where specific aspects of the project can be explored in greater depth. The first part of the workshop will focus on WP1 (Immersion), which has advanced the modelling of both listeners and environments for high-fidelity spatial audio rendering. Key contributions include novel approaches to Head-Related Transfer Function (HRTF) personalisation, combining physical modelling, machine learning, and perceptual validation. The SONICOM HRTF dataset, comprising over 300 subjects with associated 3D morphological data, will be presented as a major open resource for the community, supporting reproducible research and data-driven approaches to auditory modelling. Additional outputs include parametric pinna models, numerical simulation frameworks, and techniques for real/virtual acoustic blending, addressing one of the central cIRCAM:Galleryenges of audio augmented reality. The workshop will then move to WP2 (Interaction), which investigates how spatial audio influences human behaviour, perception, and social interaction. This includes studies on auditory proxemics, adaptation to non-individual HRTFs, and speech intelligibility in complex environments. WP2 has generated a range of experimental paradigms and datasets linking acoustic features to behavioural and cognitive responses, providing new insights into how sound shapes social dynamics in XR. In WP3 (Integration), research outcomes from WP1 and WP2 are consolidated into a unified technological framework. Central to this effort is the Binaural Rendering Toolkit (BRT), a flexible and extensible software platform enabling real-time, personalised spatial audio rendering. The workshop will briefly present the architecture and capabilities of the BRT, as well as its integration with novel hardware prototypes, including self-personalising headphones equipped with multiple microphones and loudspeakers. WP4 (Experience) extends these technologies into ecologically valid scenarios, evaluating immersive audio in realistic use cases ranging from social communication to professional XR applications. The workshop will present the design of these scenarios and early insights into how personalised audio affects user experience, task performance, and perceptual plausibility. The final technical section will focus on WP5 (Beyond), which ensures long-term impact through open science and community engagement. SONICOM has contributed to and expanded key infrastructures such as the Auditory Modelling Toolbox and SOFA standard, while also developing its own ecosystem linking datasets, models, and tools. A key highlight is the Listener Acoustic Personalisation (LAP) cIRCAM:Galleryenge, which engaged the international community in advancing data-driven approaches to HRTF personalisation. Throughout the workshop, emphasis will be placed on open outputs and reuse: participants will be guided on how to access SONICOM datasets, software, and models, and how these can be integrated into their own research and development pipelines. The session will conclude with a panel discussion involving all WP leaders, focusing on future cIRCAM:Galleryenges in immersive audio, including scalability of personalisation, as well as integration with emerging AI technologies.