Spatial Audio

Recent momentum

+25%

5 papers in the last 28 days · 0.1% of indexed attention

Twelve weeks of publication activity for this topic as it is defined today.

Weekly history

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Period ending 2026-09-07

1 new paper

A weekly snapshot of new work published in Spatial Audio.

27 papers

Latest in Spatial Audio

Sep 23, 2026cs.SD

Passing: An Endless Journey through Reconstructed Spacetime with AI-Generated Sound

This paper introduces Passing, an interactive audiovisual installation that generates an endless journey from a single continuous monorail-window recording by reconstructing it as a spatiotemporal volume. Rather than replaying the footage linearly, the work resamples its spatial and temporal structure along nonlinear trajectories, producing a continuously passing landscape whose depth, speed, and temporal order become unstable. A camera-based viewer-presence detection system estimates whether a viewer is present in the viewing zone and uses this presence state to influence transitions among rendered video sequences. The resulting video stream is fed into SpecMaskFoley, a real-time video-to-audio synthesis model that generates a synchronized soundscape for the reconfigured image. The model is not used to reconstruct an objectively correct soundtrack, but functions as a speculative listener, proposing a possible auditory interpretation of a world whose conventional spatial and temporal premises have been disrupted. Passing distributes creative agency across the artist, who defines the rules of spacetime reconstruction; the AI model, which interprets the emergent visual flow as sound; and the audience, whose embodied presence influences the audiovisual trajectory. Through this structure, the work investigates how authorship and listening may be negotiated among human intention, machine inference, and audience interpretation. Artwork page: https://ryufurusawa.com/passing
Akira Takahashi, Chihiro Nagashima, Zhi Zhong +2
Sep 21, 2026cs.SD

Fast Time-Varying Exponentiated Convolution Methods for Generative Direction Dependent Reverberation

Spherical harmonic encoded acoustic sound-fields capture directional characteristics of room impulse responses that are useful for accurate spatial audio reproduction. However, high costs of multi-microphone measurements and numerical simulations motivate alternative data-set augmentation and synthetic data generation methods that supplement small collections. This paper introduces time-varying exponentiated convolution methods that transform both Gaussian noise and impulse responses into reverberation and modified spectral-decay fields respectively. We derive two recursive and fast convolution algorithms that extend into the spherical harmonic domain, model smooth reverberation time distributions with non-stationary Gaussian processes, and realize an optimal filter design. Experiments evaluate computational performance, and validate out-of-distribution generated impulse responses.
Yuancheng Luo
Sep 20, 2026cs.GR

MoSAT: Human Motion Generation from Spatial Audio and Textual Description

Human motion is shaped by both external acoustic events and behavioral intent: spatial audio conveys environmental cues that elicit or guide a response, while text specifies the desired action and how it should be performed. In this paper, we study the novel task of human motion synthesis jointly conditioned on spatial audio and natural language, a problem that has been largely overlooked in previous research. To support this task, We introduce STAM, a dataset of motion sequences paired with spatial audio and detailed textual annotations whose rich vocabulary affords precise and nuanced specification of human motions. We further introduce MoSAT, a latent flow-matching framework for full-body motion generation jointly conditioned on natural-language intent and directional spatial-audio cues through hierarchical cross-attention before generating motion. Such a hierarchical design enhances temporally coherent and semantically aligned motion sequences. We also develop tri-modal evaluators for comprehensive evaluation on this novel task. Extensive experiments show that MoSAT achieves the SOTA performance by leveraging spatial audio's intrinsic motion-shaping properties alongside textual semantics, enabling precise and diverse motion in various scenarios.
Shuyang Xu, Zhiyang Dou, Yiduo Hao +8
Sep 20, 2026cs.SD

OmniEcho: Audio-Visual Spatial Understanding for Omni-Modal Embodied Agents

Humans can effortlessly localize the direction of a sound source and integrate it with visual cues for reasoning, yet this remains challenging for embodied agents. In particular, it is still unclear how to effectively evaluate and model spatial audio understanding in embodied settings. To address this gap, we introduce \textbf{OmniEchoBench}, a unified benchmark for spatial audio-visual perception and audio-vision-language navigation. OmniEchoBench comprises six tasks over 197 real-world spatial audio-visual scenes, 2,972 question-answer pairs, and 900 navigation samples with first-order ambisonics (FOA) audio collected from 30 real-world environments. To enable scalable training supervision, we develop a controllable rendering pipeline for spatial audio. It preserves geometric consistency among sound sources, visual observations, and agent trajectories. Building on this, we propose \textbf{OmniEcho}, a spatially aware omni-modal model. It introduces an FOA spatial encoder alongside a pretrained semantic audio pathway. Extensive experiments show that OmniEcho achieves state-of-the-art performance on spatial audio-visual perception. For our sound-guided navigation, OmniEcho reaches a performance level close to that of traditional vision-language navigation. These results demonstrate that spatial audio can serve as a valuable signal for embodied scene reasoning and navigation, while also highlighting fine-grained spatial localization and distance estimation as important open challenges. Our code and data will be available in https://github.com/PKU-VaLuE-Lab/OmniEcho/tree/main
Ruixun Liu, Yuxuan Wang, Jiacheng Xie +10
Sep 7, 2026cs.SD

Geometry-Informed Distributed Acoustic Scene Understanding

Acoustic scene understanding in multi-room environments is a difficult task. Most existing systems use a single centralized microphone array, and they often fail because walls and doors block sound signals. To address this challenge, we propose a geometry-informed distributed acoustic scene understanding framework. Our system leverages distributed microphones and uses an audio spectrogram transformer and a topology-aware graph neural network to fuse spatio-temporal acoustic features. Then, these features are decoded into discrete semantic triplets. Finally, a frozen large language model combines these symbolic observations with the environmental geometry. This allows the system to perform spatial understanding, infer plausible missing transitions, and generate a physically consistent narrative of the scene. Experiments on a custom multi-room simulator demonstrate that our framework outperforms centralized baselines and improves spatial consistency under simulated occlusion.
Yiyuan Yang, Shitong Xu, Niki Trigoni +1
Sep 4, 2026cs.SD

One-Stage Multi-Task Instruction-Guided 3D Spatial Audio Editing

Spatial audio editing modifies an existing soundfield according to a user's instruction while preserving the rest of the scene. Unlike conventional audio editing, it must reason jointly about audio events, spatial information, dynamic changes, and environmental information in first-order Ambisonic (FOA) waveforms. Existing language-guided editors mainly target conventional audio or rely on sequential operations, and therefore do not directly support one-stage editing for complex 3D spatial instructions. We present SwanWeave, the first one-stage multi-task framework for instruction-guided 3D FOA spatial audio editing. We build paired FOA supervision from open-source speech and sound-effect corpora using controllable room simulation, covering more than ten single-operation and compound tasks across the four editing axes. To handle this heterogeneous edit space, SwanWeave uses Spatial Edit Mixture-of-Experts (SE-MoE) with dual-level routing, selecting task-aware expert combinations for compound instructions and frame-level routed/null experts for local edit decisions. We further introduce Spatial Preference Optimization (SPO), a Direct Preference Optimization (DPO)-based alignment objective with edit-specific negative targets, and adopt staged training to improve natural-language grounding. Experiments show that SwanWeave achieves better editing quality than existing general audio editors and spatial audio baselines across all tasks. Spatial audio editing demos can be found at https://swanaigc.github.io/#swanweave, code can be found at: https://github.com/MM-Speech/SwanWeave.
Ke Lei, Chenyuhao Wen, Yu Zhang +9
Sep 1, 2026cs.RO

Human-robot conversation with multiple participants in noisy public spaces

For noisy real-world environments such as those in open public spaces, spoken dialogue systems for both autonomous robots and avatars should be carefully designed to provide enhanced speech signals. These signals can be used either for speech recognition or, in the case of an avatar system, transmitted as clean speech to a remote operator. This work proposes an audio system that can be used for both these scenarios and was demonstrated as a proof-of-concept at the 2025 World Expo in Osaka. The first scenario is an attentive listening system with the android ERICA, and the second is a conversation support system with mobile Teleco robots, with one of them acting as an avatar for a remote operator. Both systems feature multi-party conversation and use a single multi-channel microphone array. We describe how our audio system not only enhances the speech of multiple speakers in a noisy environment, but provides a form of spatial audio which allows for more immersiveness in avatar-based conversational interactions.
Divesh Lala, Yogeeswaran Muthukumaran, Vincent Fernandes +10
Aug 10, 2026cs.AI

Listen, See and Track: Spatio-Temporal Audio-Visual Sound Event Reasoning for Omni-Modal Language Models

Understanding dynamic sound sources requires jointly determining what produces a sound, where the source is located, and how it moves over time. Yet existing audio-language models often represent clips as global acoustic events, while vision-language models lack the spatial audio cues needed to localize and track individual sources. To evaluate this missing capability, we introduce ST-OmniQA, a spatio-temporal audio-visual question-answering benchmark built from panoramic videos paired with synchronized first-order Ambisonics (FOA) audio of moving sound sources. It contains 40K videos and 400K question-answer pairs organized into four capability levels covering sound-event recognition, direction of arrival, source distance, motion trajectories, and temporally grounded audio-visual reasoning. Building on this benchmark, we propose ST-Omni-R1, which integrates FOA-derived semantic and trajectory representations with panoramic visual context and is trained through progressive curriculum learning and reasoning-tree reinforcement learning. ST-Omni-R1 achieves 77.83% average semantic accuracy across the four levels, compared with 37.28% for the best evaluated baseline. Results on three public spatial-audio benchmarks further indicate that its learned spatial and motion representations transfer beyond ST-OmniQA.
Zhi Zeng, Cheng Zhang, Zesheng Yang +9
Aug 1, 2026cs.CV

Scene2Sound: Auditory-Grounded Soundscape Generation for 3D Gaussian Worlds

3D Gaussian Splatting (3DGS) turns captured or generated imagery into photorealistic 3D world simulations that users can freely explore, yet these worlds remain silent. Because existing audio generation methods condition on a single image or viewpoint, their sound is tied to that observation and cannot stay consistent while a listener moves. We introduce the task of generating a spatially consistent soundscape for a given 3DGS world through auditory grounding, identifying which objects in the world should emit sound and anchoring each to a persistent 3D position, and present Scene2Sound, a training-free framework built on this grounding. From the input world alone, our pipeline selects viewpoints that jointly cover the scene, identifies sound-emitting objects with a vision-language model, and associates the multi-view detections into 3D instances through Gaussian set matching, which measures the overlap between the Gaussian sets that render each detection. Each source then receives generated audio that a standard object-based audio engine spatializes in real time at arbitrary listener poses. We further propose two spatial-consistency metrics, one testing whether rendered audio responds consistently to listener motion and one testing whether the claimed sources are supported by views held out from their placement. On a curated set of generated 3DGS worlds and on 3DGS scenes generated from real-world 360-degree captures, Scene2Sound preserves the audio quality of strong per-viewpoint baselines while remaining spatially consistent where per-viewpoint and single-panorama pipelines do not, and a user study confirms the perceptual benefit. Project page: https://masaki-lmd.github.io/scene2sound/.
Masaki Yoshida, Ren Togo, Takahiro Ogawa +1
Jul 30, 2026cs.CV

ACE-Data-0: Human-Centric Ambient Capture as Embodied Data Engine

Embodied intelligence faces a fundamental data bottleneck. Models must capture how first-person perception, whole-body motion, dexterous manipulation, object state, sound, and touch evolve together as humans pursue goals over time. Existing datasets fragment this experience across viewpoints, modalities, or spatial scales, leaving the full perception-action loop only partially observed. We introduce the Ambient Capture Engine (ACE), a human-centric data engine that transforms real home environments into spatially calibrated, temporally synchronized recording studios. ACE operates at two complementary scales: a table-scale configuration resolves hand-object manipulation, while a room-scale configuration captures whole-body motion, locomotion, and interactions across a furnished home. ACE records egocentric and multi-view exocentric video, full-body and articulated hand motion, object geometry and 6-DoF trajectories, audio, and tactile signals as a unified multisensory stream. Using ACE, we build ACE-Data-0, comprising 150 hours and 17M video frames across 200 task categories, performed by 50 participants in 2 environments, for a total of 75,000 interaction episodes. The dataset spans atomic manipulation, long-horizon chains of household activities, and human-scene interaction, while preserving natural behavioral variation through goal-level rather than step-by-step instructions. We further introduce a hierarchical benchmark that progresses from signals to scene components and then to interactions. Evaluations of state-of-the-art methods expose substantial gaps under contact, occlusion, egomotion, and long temporal horizons. ACE-Data-0 provides synchronized human demonstrations with aligned perceptual, kinematic, and contact supervision, offering a scalable foundation for imitation learning, world models, vision-language-action systems, and embodied AI.
Yukang Cao, Haozhe Xie, Beichen Wen +13
Jul 28, 2026cs.RO

S2A2: Audio-Visual Imitation Learning for Manipulation Tasks Using Acoustic Spatial Information

Acoustic information provides rich cues about object location, material properties, and changes caused by contact or motion. This paper introduces a new set of acoustic-aware manipulation tasks for imitation learning, in which robots must use auditory cues to determine manipulation targets. These tasks require sound source localization and identification for active exploration in robotic manipulation. Also, we propose a multimodal imitation learning framework, Spatial-Spectral Audio Action (S2A2), that integrates visual features with acoustic spatial and acoustic signal information for the acoustic-aware manipulation tasks. We implemented S2A2 models that integrates policies such as ACT, Diffusion Policy, VQ-BeT, and π0π_0, into our framework. Simulation experiments showed that the proposed method is the most effective for tasks requiring both position and timbre. Furthermore, real-robot experiments confirm the applicability of the proposed tasks and framework to real-world manipulation.
Kaneyoshi Hiratsuka, Benjamin Yen, Ryosuke Kojima
Jul 9, 2026cs.SD

Dual-BEATs: Unlocking Zero-Shot Stereo Audio Perception in Audio Large Language Models via Dithering

Multimodal Large Language Models (LLMs) have remarkable semantic audio understanding, yet they remain "spatially agnostic" due to their reliance on mono-channel audio representations. Currently, spatial audio perception methods mainly focus on complex room simulations and custom-trained, geometry-aware stereo encoders, which limits their accessibility and generalizability. In this paper, we introduce the Dual-BEATs architecture, in which the left and right audio channels are routed independently through two identical semantic encoders as an alternative to specialized spatial modules. To circumvent the architectural bottleneck where internal normalization otherwise erases the inter-channel variance of stereo audio, we inject a static, uncorrelated dithering noise floor prior to encoding. This dithering intervention establishes a macro-variance floor that "smuggles" spatial geometry across the normalization layers. Evaluated on a ternary directional classification task (Left, Center, Right), we demonstrate that dithered models achieve exceptional spatial resolution--reaching up to 97.2% localization accuracy even on subtle 0.5 panning amplitudes--and demonstrates robust, zero-shot generalization to entirely unseen spatial configurations. Our results suggest that with the appropriate acoustic regularization, standard multimodal models are natively capable of generalized stereo audio understanding.
Shuo-Chun Lin, Hen-Hsen Huang
Jul 8, 2026cs.SD

EscFOA: Enhancing Spatial Learning for Visually Impaired Learners via Generative Spatial Audio in 360-Degree Educational Environments

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 \emph{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
Jun 23, 2026eess.AS

Evaluation of Headrest-Integrated Loudspeakers for Enhanced Spatial Audio Immersion in Automotive Cabins

Immersive object-based spatial audio is now firmly established in the music industry as the standard for production, distribution, and playback. The number of automobiles integrating such content to provide premium entertainment experiences is steadily increasing, driving the development of new audio rendering techniques. While loudspeakers integrated into automotive headrests have been around for more than 50 years, they have not yet achieved status as a standard feature in new cars. However, they represent a powerful tool for reproducing immersive audio by enabling the creation of personal sound zones with reduced passenger distraction while effectively complementing existing cabin speakers. We conducted subjective assessments using paired comparison experiments to measure preference and multiple spatial audio attributes. We modeled the resulting probability outcomes using a probabilistic choice model, the Bradley-Terry-Luce rank ordering. The results indicate that headrest-integrated speakers can improve the audio perception in immersive audio scenarios.
Martin Wolters, Jacobo Giralt, Harald Mundt +1
Jun 16, 2026eess.AS

Generalised Transcoding Framework for Arbitrary Spatial Audio Capture and Playback Formats

This article introduces a unified framework for the parametric analysis and reproduction of spatial sound scenes captured either as Ambisonic signals or as raw microphone array signals. The proposed method estimates time-frequency-dependent spatial metadata that characterises a variable number of primary source components and an ambience component with its own angular power distribution, whose parameters fit the observed spatial covariances of the captured signals. This metadata is used to construct spatial covariances of the target playback formats, which are then used to derive optimal mixing matrices for transcoding the scene for playback over the target reproduction system. The method additionally handles independent rotations of both capture and playback setups. Real-time implementations of the method and other existing state-of-the-art parametric renderers are compared in a listening test using simulated scenes from Ambisonic, spherical, and head-worn arrays. The results highlight perceptual benefits of the proposed framework across a diverse range of content and receiver configurations, particularly for lower-order and geometrically constrained microphone arrays.
Archontis Politis, Janani Fernandez, Leo McCormack
Jun 12, 2026cs.SD

Spectro-Temporal Interference Confounds Phase Encoding in Spatial Audio Foundation Models

Recent spatial self supervised audio models achieve high performance on localization tasks, raising questions about their encoding of microsecond interaural phase fine structures. We propose a psychoacoustic benchmark based on the binaural masking level difference to evaluate this. Using an equalization cancellation baseline and a GCC PHAT positive control we evaluate nine frozen audio models spanning binaural SSL, monaural SSL, and neural audio codecs. Four monaural negative controls yield zero BMLD confirming binaural specificity. Two general purpose binaural SSL models exhibit minimal phase sensitivity while dedicated binaural spatial SSL models achieve BMLD comparable to the analytical baseline. Progressive physical ablations show that general purpose binaural SSL models rely on spectro temporal interference textures rather than cross channel phase computation. High detection rates in speech reflect a confounding reliance on broadband envelopes rather than genuine phase encoding.
Yuxuan Chen, Haoyuan Yu, Peize He
Jun 10, 2026eess.AS

Sensitivity Analysis of Generative Spatial Audio Metrics: A Study on Responsiveness, Smoothness, and Symmetry

Evaluating generative spatial audio for First-Order Ambisonics (FOA) remains challenging due to a limited understanding of how metrics respond to changes in spatial parameters such as azimuth and elevation. We propose a framework to analyze metric sensitivity along continuous spatial trajectories, drawing on principles of sensitivity analysis in parametric sound synthesis. Using controlled FOA scenes with increasing scene complexity, we define three desiderata for metric behavior: Responsiveness, Smoothness, and Symmetry. We assess standard distribution-based and sample-based metrics, including Fréchet Audio Distance (FAD), intensity vectors, and acoustic maps. Our findings show that FAD using localization-specific embeddings and acoustic maps yield high Responsiveness and robust Smoothness and Symmetry across conditions, while intensity vectors degrade with increasing scene complexity. This is the first step towards investigating the sensitivity of metrics for generative spatial audio.
Purnima Kamath, Adrian S. Roman, Koichi Saito +2
Jun 9, 2026eess.AS

Spatial-Omni: Spatial Audio Understanding Integration in Multimodal LLMs via FOA Encoding

Recent multimodal large language models mainly process audio as monaural signals, thereby discarding the spatial cues contained in spatial audio for sound localization, spatial relation reasoning, and spatial scene understanding. We propose Spatial-Omni, a lightweight method that implements SO-Encoder to inject First-Order Ambisonics (FOA) spatial audio into existing Omni LLMs as an independent modality, without modifying their original audio encoders. SO-Encoder provides spatial tokens with limited additional context cost and improves spatial audio understanding through efficient staged training. To support training and evaluation, we construct SO-Dataset, SO-QA, and SO-Bench from open-source data, real recordings, and simulations, containing 400K FOA spatial audio clips and 2.1M spatial question answering pairs. SO-Bench covers 16 spatial audio understanding subtasks, including basic detection and location estimation, spatial relation understanding, and complex spatial reasoning. Experiments show that Spatial-Omni outperforms existing open-source Large Audio-Language Models (LALMs) and Omni LLM models on spatial audio understanding tasks while retaining a reasonable level of general audio understanding. Code and data are available at https://github.com/dieKarotte/Spatial-Omni.
Zhiyuan Zhu, Yixuan Chen, Yiwen Shao +13
Jun 4, 2026cs.SD

Probing Spatial Structure in Pretrained Audio Representations

Pretrained spatial audio encoders are increasingly used as general-purpose representations for perceptual tasks, yet their spatial encoding capabilities remain poorly understood. We introduce the Spatial Audio Representation Learning (SARL) benchmark, a controlled framework for evaluating spatial information in pretrained audio models. SARL probes source-level factors (azimuth, elevation, distance, class) and room-level factors (RT60, volume, shape). Experiments across diverse encoders reveal three patterns: input configuration and training paradigm shape spatial encoding; source factors are consistently easier to decode than room factors; and sensitivity analysis under controlled perturbations shows heterogeneous responses to source and room variation. These results reveal systematic biases in current pretrained audio representations. SARL is released as an open-source benchmark for reproducible evaluation of spatial audio representations.
Chuyang Chen, Sivan Ding, Adrian S. Roman +1
Jun 3, 2026cs.SD

SHB-AE: Spherical harmonic beamforming based Ambisonics encoding and upscaling method for smartphone microphone array

With the rapid development of virtual reality (VR) and augmented reality (AR), spatial audio recording and reproduction have gained increasing research interest. Higher Order Ambisonics (HOA) stands out for its adaptability to various playback devices and its ability to integrate head orientation. However, current HOA recordings often rely on bulky spherical microphone arrays (SMA), and portable devices like smartphones are limited by array configuration and number of microphones. We propose SHB-AE, a spherical harmonic beamforming based method for Ambisonics encoding using a smartphone microphone array (SPMA). By designing beamformers for each order of spherical harmonic functions based on the array manifold, the method enables Ambisonics encoding and up-scaling. Validation on a real SPMA and its simulated free-field counterpart in noisy and reverberant conditions showed that the method successfully encodes and up-scales Ambisonics up to the fourth order with just four irregularly arranged microphones.
Yuhuan You, Yufan Qian, Tianshu Qu +2
Jun 3, 2026cs.SD

Flow-HOA: Generative Joint Optimization for Ambisonics Encoding via Flow Matching

Higher-Order Ambisonics (HOA) encoding from sparse, irregular microphone arrays remains a critical challenge for consumer spatial audio capture in immersive communication and XR. We propose Flow-HOA, a generative framework that jointly optimizes a multi-dimensional objective encompassing time-domain, spectral, and spatial fidelity while producing a deployable, time-invariant bank of Finite Impulse Response (FIR) encoding filters. Using conditional flow matching, the model learns to map a simple prior distribution to the target distribution of FIR filter coefficients. Training is guided by a composite loss that balances time-domain waveform fidelity, multi-resolution spectral consistency, sub-band energy preservation, and spatial directivity constraints. Objective evaluations on synthetically simulated data demonstrate improved performance over strong model-based baselines in both signal fidelity and spatial accuracy metrics. Subjective listening tests on real microphone array recordings further confirm that Flow-HOA yields higher overall sound quality with reduced artifacts, demonstrating generalization from synthetic training data to real-world capture conditions.
Yuhuan You, Yufan Qian, Tianshu Qu +2
Jun 1, 2026cs.CV

AVTrack: Audio-Visual Tracking in Human-centric Complex Scenes

Audio-visual speaker tracking aims to localize and track active speakers by leveraging auditory and visual cues, enabling fine-grained, human-centric scene understanding. This capability is essential for real-world applications such as intelligent video editing, surveillance, and human-computer interaction. However, existing datasets are largely limited to simple or homogeneous audio-visual scenes with coarse annotations. Such oversimplified settings bias evaluation toward static audio-visual co-occurrence, rather than rigorously assessing robust spatiotemporal modeling and cross-modal reasoning in complex, dynamic scenes. To address these limitations, we introduce AVTrack, a human-centric audio-visual instance segmentation (AVIS) dataset designed for dynamic real-world scenarios. AVTrack features diverse and challenging conditions, including camera motion, visual occlusions, and position changes. Evaluations of representative AVIS methods on AVTrack reveal substantial performance degradation, establishing AVTrack as a challenging benchmark for robust human-centric audio-visual scene understanding in complex environments. We further provide a simple yet effective baseline to facilitate future research. Project website: https://FudanCVL.github.io/AVTrack/
Yaoting Wang, Yun Zhou, Zipei Zhang +1
May 29, 2026eess.AS

Towards Streaming Synchronized Spatial Audio Generation via Autoregressive Diffusion Transformer

Real-time and accurate spatial audio generation is pivotal for delivering an immersive experience. However, existing spatial audio synthesis technologies are often encumbered by a tradeoff between generation quality and high inference latency, as well as difficulty in capturing precise spatial information from multimodal inputs. To address these challenges, we propose SwanSphere, a unified streaming framework for high-fidelity spatial audio generation from panoramic videos and text prompts. SwanSphere mainly makes the following contributions: 1) We introduce a causal autoregressive diffusion transformer architecture that enables streaming high-quality spatial audio generation. 2) We design a Spatial Video-Audio Contrastive (SVAC) learning strategy to align the video encoder with the acoustic domain, and further employ a multi-objective online direct preference optimization (ODPO) scheme, resulting in strong spatial perception and robust multimodal spatial audio synthesis. 3) To alleviate the current scarcity of spatial audio datasets, we also develop an automated annotation pipeline for generating detailed spatial captions. Experimental results demonstrate that SwanSphere achieves superior performance in both video-to-spatial and text-to-spatial audio generation tasks. Demos can be found at: https://swanaigc.github.io.
Ke Lei, Yu Zhang, Changhao Pan +4
May 28, 2026cs.SD

3DAE: Binaural Quality Assessment for Audio Novel View Synthesis with Spatial Maps and Benchmark

3D audio and novel-view acoustic synthesis models are usually evaluated with global metrics.However, global metrics often hide where and why binaural prediction fails. We propose a full-reference diagnostic framework that uses time-frequency audio error maps for magnitude, ILD, IPD, temporal alignment, loudness, and high-frequency failures, forming a 3D Audio Error Map (3DAE Map) for visual inspection. We frame these diagnostics into a model-agnostic benchmark, Spatial Audio Error Bench (3DAE Bench), which takes arbitrary ground-truth and predicted binaural pairs and reports the prediction quality of audio novel-view synthesis models. Experiments on ViGAS outputs over Replay-NVAS and SoundSpaces show different dominant failure modes: temporal misalignment on Replay-NVAS and ILD mismatch on SoundSpaces. Overall, the framework provides interpretable failure-mode summaries and intuitive visual maps for audio Novel-view-synthesis model development optimization.
Jialu Xu, Yifan Zhou
May 27, 2026cs.SD

EigeNet: Geometry-Informed Multi-Modal Learning for Few-shot Novel View RIR Prediction

Predicting spatially varying Room Impulse Response (RIR) from sparse observations is a critical but highly challenging inverse problem for immersive spatial audio rendering. In this work, we present EIGENET, a geometry-informed multi-modal framework for few-shot novel view RIR prediction. At its core is a Cross-view Alternate-attention Transformer that iteratively refines local intra-view acoustic structures and global cross-view spatial relationships. We empirically demonstrate that this architecture is capable of making full use of the multi-view multi-modal context while performing spatial-temporal reasoning for RIR prediction. Inspired by acoustic ray tracing, we design a geometry-informed modulation block to formulate the connection between geometric features and RIR power spectrum. In the mean time, an auxiliary loss is introduced to transform the single-target waveform prediction into a multi-task learning framework. Through ablation studies, we demonstrate that this design yields consistent performance gains regardless of the underlying backbone, thereby confirming its foundational utility and architecture-agnostic generalizability for RIR prediction task. Evaluated on both simulated and real-world benchmarks, EIGENET achieves both state-of-the-art performance in few-shot novel view RIR prediction and sim-to-real generalization. Codes and checkpoints are available on https://github.com/FEAfeatherTHER/EigeNet.
Chong Jing, Zitong Lan, Junan Zhang +1
Apr 17, 2026eess.SP

Planar Gaussian Splatting with Bilinear Spatial Transformer for Wireless Radiance Field Reconstruction

Wireless radiance field (WRF) reconstruction aims to learn a continuous, queryable representation of radio frequency characteristics over 3D space and direction, from which specific quantities, such as the spatial power spectrum (SPS) at a receiver given a transmitter position, can be predicted. While Gaussian splatting (GS)-based method has surpassed Neural Radiance Fields (NeRF)-based method for this task, existing adaptations largely transplant vision pipelines, limiting physical interpretability and accuracy. We introduce BiSplat-WRF, a planar GS framework that retains the expressiveness of 3D GS while removing unnecessary projections and incorporating global EM coupling and mutual scattering among primitives. Each primitive is a 2D planar Gaussian with 3D coordinates, rendered directly on the angular domain of the SPS. A bilinear spatial transformer (BST) aggregates inter-primitive relations on an angular grid and, via attention, captures long-range electromagnetic dependencies, thereby enforcing globally aware EM interactions that reflect the complex physics of the wireless environment. On spatial spectrum synthesis task, BiSplat-WRF surpasses NeRF-based and prior GS-based baselines with respect to the Structural Similarity Index (SSIM); comprehensive ablation studies validate the contribution of BST. We also provide a larger BiSplat-WRF+ variant that further increases SSIM at a higher computation cost, serving as a strong reference for future studies.
Jinghan Zhang, Xitao Gong, Qi Wang +2
Sep 30, 2025eess.AS

DiffAU: Diffusion-Based Ambisonics Upscaling

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