JPL Spatial is a sound spatialization and propagation library written in C++ with no external dependencies for the core implementation. It provides Vector-Base Amplitude Panning (VBAP) and Multi-Direction Amplitude Panning (MDAP) for 2D and 3D speaker layouts, supporting source elevation and a wide range of channel configurations from mono to 9.1.6 surround.
The library handles distance attenuation through custom functions, curves, or predefined models (inverse, linear, exponential), plus cone-based angle attenuation for directional sources. It exposes both low-level panners and a high-level SpatialManager API that integrates panning, direct path services, and attenuation caching for per-frame spatial updates.
JPL Spatial is used in production by Hazel Engine and is cross-platform (Windows, Linux, macOS on x64/ARM64). The architecture separates concerns into services (PanningService, DirectPathService) that can be used standalone or orchestrated through the manager layer for real-time spatial audio rendering.
A cross-platform spatializer plugin that integrates spatial audio processing into Unity projects. The plugin uses efficient DSP algorithms to render head-related transfer functions (HRTF) for immersive 3D audio positioning. Designed to fit Unity's audio engine architecture, it supports both Windows and Android platforms.
Version 2.0 represents a complete rewrite focused on performance optimization and cross-platform compatibility. The plugin uses a multi-source mixer architecture that reduces CPU overhead compared to previous implementations. While an older HoloLens 2-specific version (v1) offered hardware DSP offload, the current version prioritizes flexibility and integration with Unity's audio pipeline.
Note: the GitHub repository was archived (made read-only) in July 2024 and is no longer actively developed, though it remains usable for existing projects. It enables realistic directional audio cues essential for VR, AR, and immersive gaming experiences.
Resonance Audio for Wwise is a plugin package that integrates Google's spatial audio engine into the Wwise authoring and runtime pipeline. It provides two plugins: a Renderer that spatializes sound sources binaurally via Wwise's Ambisonic bus pipeline (supporting up to third-order Ambisonics), and a Room Effects plugin that simulates early reflections and late reverberation based on parametric room geometry.
The integration targets desktop (Windows, macOS, Linux) and mobile (Android, iOS) platforms. You set up an Ambisonic audio bus in Wwise Authoring, attach the Resonance Audio Renderer as a mixer plugin, and route sound sources through it. Room effects are applied per-source, letting you vary acoustic character across game spaces without baking impulse responses. Requires Wwise 2017.1.0.6302 or newer.
This is useful when you need consistent, cross-platform binaural output from Wwise without relying on platform-native spatial audio APIs.