CH·23 Spatial & ambisonics
verified 2026-08-01

EchoCompass active

Lawliet-ai vunknown added 2026-08-01 verified 2026-08-01

[Use when]

You need to visualize sound directionality from FPS game audio for deaf or hard-of-hearing players without accessing game memory or processes.

Engines
S Standalone
License

MIT

Pricing

Free

Last verified

2026-08-01

Added

2026-08-01

about

EchoCompass captures the binaural stereo audio output of FPS games and derives directional information by analyzing inter-aural level differences during transient attack windows. Gunshots appear as red spikes and footsteps as blue dots on a compass display, distributed across a PC window, ESP32 round LCD (GC9A01 240x240), or a phone browser over LAN.

Direction is computed with pure signal processing — no ML model, no network calls, no game process access. The tool reads only the OS audio output (what the headphones already receive) and converts it into a visual equivalent of the spatial cues a hearing player gets for free. A legacy 7.1 discrete-channel energy-weighted path is also retained for games that output true surround.

Known hard limits: front/back discrimination is not solved (physics boundary for two-channel ILD), simultaneous multi-source events only show one direction, and real-game reflections/reverb cause frequent angle drift. The authors describe it as a validated skeleton — full pipeline works, but real-game accuracy is inconsistent. Intended as an accessibility research starting point, not a finished product.