libmysofa
Standalone libmysofa is a C library for reading and processing Head-Related Transfer Function (HRTF) data stored in AES SOFA files conforming to the AES69-2015 standard. It provides functions to load SOFA files, extract HRTF filters for specific spatial coordinates, and convert between Cartesian and spherical coordinate systems.
The library handles automatic normalization of HRTF data, nearest-neighbor interpolation for arbitrary listener positions, and efficient caching of multiple SOFA files. It supports both integer and floating-point filter extraction with configurable sample rates and neighbor search parameters.
Designed for integration into spatial audio engines and renderers, libmysofa offers both simple and advanced APIs for developers who need direct access to HRTF data without implementing SOFA parsing from scratch.
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.
Project Acoustics is a wave-based acoustics simulation system that bakes acoustic propagation into pre-computed data files. It models occlusion, obstruction, portalling, and reverberation using physics-based wave simulation during an offline baking process, then provides runtime queries for interpolated acoustic parameters.
The system uses the Triton engine for voxel-free interpolation and supports multiple ACE files simultaneously. It includes HRTF processing validated through FLEX listening tests published in the Journal of the Acoustic Engineering Society. Runtime performance remains efficient by querying pre-baked simulations rather than computing wave propagation in real-time.
Integrations provide spatial reverb, custom impulse responses, and parameter exposure to engine-native systems. The tool handles large worlds through double-precision mesh parsing and supports both middleware and engine-native audio pipelines.
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.