JPL Spatial Application is a Windows desktop demo that exercises the JPL Spatial library's full signal chain: direct sound spatialization via MDAP, ray-traced specular early reflections using the Image Source method panned with VBAP, and late reverberation rendered by a Filter Delay Network with 4-band crossover decay filters. Propagation delay (including Doppler), inverse-law distance attenuation, and air/material absorption are all configurable at runtime.
The GUI (Dear ImGui) exposes a shoebox room model with adjustable dimensions, source/listener positions, surface material absorption coefficients, and RT60 estimates per frequency band. A built-in audio player, spectrogram/waveform preview, loudness meter, and VBAP/MDAP vector visualization make it practical for evaluating spatialization behavior without needing a game engine integration.
The project is Windows-only and requires building from source via the provided Visual Studio batch scripts using C++20. It is licensed under ISC and depends on JPL Spatial, MiniaudioCpp, and a CMake fork of Walnut.
A Python package focused on spatial audio encoders and decoders. Provides implementations of spherical harmonics processing, loudspeaker decoder algorithms including VBAP and AllRAD, and binaural rendering capabilities. Designed for spatial audio research and development workflows requiring programmatic control over encoding and decoding processes.
The library offers building blocks for ambisonics workflows, loudspeaker array optimization, and spatial audio format conversion. It integrates with scientific Python ecosystem tools and is particularly suited for prototyping spatial audio systems or analyzing spatial audio signals in research contexts.
An open-source, cross-platform framework for developing spatial audio algorithms in C/C++. Provides modular components for Ambisonics encoding/decoding, spherical array processing, amplitude panning, HRIR/HRTF processing, room simulation, and other spatial audio techniques. Leverages optimized linear algebra libraries (Intel MKL, Apple Accelerate, OpenBLAS) and x86 SIMD intrinsics for performance.
The framework includes core modules covering higher-order Ambisonics, spherical harmonics, VBAP, the Covariance Domain Framework, HRIR utilities, and reverb algorithms. Optional modules add SOFA file reading, particle-filtering tracking, and HADES binaural rendering. Originally designed for researchers, it has evolved into a substantial codebase with several example implementations realized as VST/LV2 plugins under the SPARTA project.
The modular architecture allows straightforward extension and integration into existing projects via CMake or direct source inclusion. Supports optional Intel IPP for FFT/resampling, FFTW for DFT operations, and NetCDF for large SOFA files.
Cavern is a C# audio framework offering object-based spatial audio rendering with unlimited channels and advanced room correction capabilities. It handles Dolby Atmos and other immersive formats natively, providing self-calibration with microphone-based measurement that achieves sub-0.01 dB frequency response uniformity.
The framework includes filter engines, real-time surround upconversion, headphone virtualization, and codec support for E-AC-3 JOC, LAF, and various container formats. Room correction profiles export to hardware DSPs, AVRs, and software EQ solutions like Equalizer APO and CamillaDSP.
Designed for low-latency operation and Unity-like listener/source workflows, Cavern functions as both a spatial audio renderer and a comprehensive audio pipeline toolkit with measurement and analysis capabilities. Note: distributed under a custom source-available license that restricts commercial use without permission — it is not a standard OSI-approved open-source license.