Organizations: School of Computer and Artificial Intelligence, Beijing Technology and Business University, Beijing, China · School of Computer Science, The University of Sydney, Sydney, NSW, Australia · School of Software, Shandong University, Jinan, China
Spatial audio is crucial for immersive 360-degree video experiences, yet most 360-degree videos lack it due to the difficulty of capturing spatial audio during recording. Automatically generating spatial audio such as first-order ambisonics (FOA) from video therefore remains an important but challenging problem. In complex scenes, sound perception depends not only on sound source locations but also on scene geometry, materials, and dynamic interactions with the environment. However, existing approaches only rely on visual cues and fail to model dynamic sources and acoustic effects such as occlusion, reflections, and reverberation. To address these challenges, we propose DynFOA, a generative framework that synthesizes FOA from 360-degree videos by integrating dynamic scene reconstruction with conditional diffusion modeling. DynFOA analyzes the input video to detect and localize dynamic sound sources, estimate depth and semantics, and reconstruct scene geometry and materials using 3D Gaussian Splatting (3DGS). The reconstructed scene representation provides physically grounded features that capture acoustic interactions between sources, environment, and listener viewpoint. Conditioned on these features, a diffusion model generates spatial audio consistent with the scene dynamics and acoustic context. We introduce M2G-360, a dataset of 600 real-world clips divided into MoveSources, Multi-Source, and Geometry subsets for evaluating robustness under diverse conditions. Experiments show that DynFOA consistently outperforms existing methods in spatial accuracy, acoustic fidelity, distribution matching, and perceived immersive experience.
Immersive 360-degree educational environments often lack accessible spatial structure, limiting visually impaired learners' ability to orient, explore, and construct mental representations. This paper proposes EscFOA, a geometry-aware spatial audio generation framework designed as an acoustic scaffolding to support spatial cognition. By integrating 3D Gaussian Splatting (3DGS) with conditional diffusion models, EscFOA reconstructs scene geometry from 360-degree videos to synthesize high-fidelity spatial audio consistent with the environmental structure. Explicitly targeting learning outcomes like independent spatial orientation and reduced cognitive load, EscFOA significantly outperforms conventional monaural and stereo audio in supporting spatial learning behaviors among blindfolded sighted participants (simulating visually impaired learners). These findings demonstrate that geometry-consistent generative audio can effectively enable inclusive access to complex spatial learning materials.
Ziyu Luo, Xiaowei Dai, Siying Zhu +1
School of Computer and Artificial Intelligence, Beijing Technology and Business University, Beijing, China · College of Fundamental Studies, Beijing Vocational College of Labour and Social Security, Beijing, China
Spatial audio is central to immersive 360∘ media, yet existing audio-visual spatialization renders the scene as a whole, leaving no control over an individual source. We introduce Audio-Visual Query-conditioned Target Sound Spatialization (AV-QTSS): given a monaural multi-source mixture, a 360∘ video and a class query from the 13-class DCASE sound-event ontology, it generates the first-order Ambisonics (FOA) signal of the queried source alone. The omnidirectional mixture contains no explicit spatial cues, so direction has to be inferred from the video, where several objects may sound at once. We propose a query-conditioned dense binding localizer that predicts a spherical probability map over the whole scene, coupled to the renderer so both are optimized jointly. Experiments with one to four concurrent sources show improved localization and spatial accuracy relative to established methods and ablated variants, and the localizer transfers to real 360∘ recordings after adaptation.
Qingyu Luo, Peng Zhang, Wenwu Wang +1
Centre for Vision, Speech and Signal Processing (CVSSP), University of Surrey, U.K.
Spatial audio enhances immersion by reproducing 3D sound fields, with Ambisonics offering a scalable format for this purpose. While first-order Ambisonics (FOA) notably facilitates hardware-efficient acquisition and storage of sound fields as compared to high-order Ambisonics (HOA), its low spatial resolution limits realism, highlighting the need for Ambisonics upscaling (AU) as an approach for increasing the order of Ambisonics signals. In this work we propose DiffAU, a cascaded AU method that leverages recent developments in diffusion models combined with novel adaptation to spatial audio to generate 3rd order Ambisonics from FOA. By learning data distributions, DiffAU provides a principled approach that rapidly and reliably reproduces HOA in various settings. Experiments in anechoic conditions with multiple speakers, show strong objective and perceptual performance.
Amit Milstein, Nir Shlezinger, Boaz Rafaely
ECE School Ben-Gurion University of the Negev, Be’er-Sheva, Israel