Overview

Spatial audio studies how listeners and machines use sound’s direction, distance, motion, and reverberation, enabling immersive playback, source tracking, and sound-guided interaction. Core approaches include first- and higher-order Ambisonics, spherical-harmonic processing, microphone-array beamforming, and binaural rendering with head-related transfer functions (HRTFs). Neural fields and diffusion or flow models now support tasks such as room-response prediction, spatial upmixing, and scene-grounded audio generation, while audio-language models are being tested on localization and motion-reasoning tasks. A central challenge is making systems generalize from simulated rooms and fixed arrays to real environments while preserving perceptually important cues; benchmarks such as DCASE and LOCATA, alongside human listening tests, help expose gaps in both spatial accuracy and evaluation metrics.

Latest papers

103 papers26 papers in the last four weeks, up 86% on the four weeks before. 0.2% of all new papers.

Mar 30, 2026

HRIR-Former: Grid-Free Time-Domain Reconstruction of Head-Related Impulse Responses with a Spatially Encoded Transformer

Individualized head-related impulse responses (HRIRs) enable binaural rendering, but dense per-listener measurements are costly. We address HRIR spatial up-sampling from sparse per-listener measurements: given a few measured HRIRs for a listener, predict HRIRs at unmeasured target directions. Prior learning methods often work in the frequency domain, rely on minimum-phase assumptions or separate timing models, and use a fixed direction grid, which can degrade temporal fidelity and spatial continuity. We propose HRIR-Former, a time-domain, grid-free binaural Transformer for reconstructing HRIRs at arbitrary directions from sparse inputs. It uses sinusoidal spatial features, a Conv1D refinement module, and auxiliary interaural time difference (ITD) and interaural level difference (ILD) heads. On SONICOM, it improves normalized mean squared error (NMSE), cosine distance, and ITD/ILD errors over prior methods; ablations validate modules and show minimum-phase preprocessing is unnecessary.
Mar 28, 2026

SHroom: A Python Framework for Ambisonics Room Acoustics Simulation and Binaural Rendering

Spatial audio research for virtual and augmented reality, teleconferencing and hearing devices often represents sound fields in the Spherical Harmonics (SH) domain, known as Ambisonics. A typical study simulates a room, renders what a listener or a microphone array would capture in it, and processes those signals in the SH domain. We present SHroom (Spherical Harmonics ROOM), an open-source Python library that performs this whole workflow in one package, from room simulation to binaural rendering, head rotation, microphone-array simulation and Ambisonics encoding. Existing tools cover either the room simulation or the downstream processing, so researchers bridge them with ad-hoc code that is hard to reproduce and compare. In SHroom, every step operates on one shared signal type through one processing interface, so a simulated room flows through the complete chain without format conversions. Built on the image-source engine of pyroomacoustics, SHroom reproduces the Ambisonic Room Impulse Response (ARIR) of its spherical-harmonic receivers while computing it about 3x faster for SH orders 4 to 12. SHroom is available at 'https://github.com/Yhonatangayer/shroom' and installable via pip install pyshroom.
Mar 24, 2026

Autoregressive Guidance of Deep Spatially Selective Filters using Bayesian Tracking for Efficient Extraction of Moving Speakers

Deep spatially selective filters achieve high-quality enhancement with real-time capable architectures for stationary speakers of known directions. To retain this level of performance in dynamic scenarios where only the speakers' initial directions are given, accurate, yet computationally lightweight tracking algorithms become necessary. Assuming a frame-wise causal processing style, temporal feedback allows for leveraging the enhanced speech signal to improve tracking performance. In this work, we investigate strategies to incorporate the enhanced signal into lightweight tracking algorithms and autoregressively guide deep spatial filters. Our proposed Bayesian tracking algorithms are compatible with arbitrary deep spatial filters. To increase the realism of simulated trajectories during development and evaluation, we develop a synthetic data generation framework based on the social force model. Results validate that the autoregressive incorporation significantly improves the accuracy of our Bayesian trackers, resulting in superior enhancement with none or only negligibly increased computational overhead. Real-world recordings complement these findings and demonstrate the generalizability of our methods to unseen acoustic conditions.
Mar 23, 2026

Velocity Potential Neural Field for Efficient Ambisonics Impulse Response Modeling

First-order Ambisonics (FOA) is a standard spatial audio format based on spherical harmonic decomposition. Its zeroth- and first-order components capture the sound pressure and particle velocity, respectively. Recently, physics-informed neural networks have been applied to the spatial interpolation of FOA signals, regularizing the network outputs based on soft penalty terms derived from physical principles, e.g., the linearized momentum equation. In this paper, we reformulate the task so that the predicted FOA signal automatically satisfies the linearized momentum equation. Our network approximates a scalar function called velocity potential, rather than the FOA signal itself. Then, the FOA signal can be readily recovered through the partial derivatives of the velocity potential with respect to the network inputs (i.e., time and microphone position) according to physics of sound propagation. By deriving the four channels of FOA from the single-channel velocity potential, the reconstructed signal follows the physical principle at any time and position by construction. Experimental results on room impulse response reconstruction confirm the effectiveness of the proposed framework.
Mar 19, 2026

Few-shot Acoustic Synthesis with Multimodal Flow Matching

Generating audio that is acoustically consistent with a scene is essential for immersive virtual environments. Recent neural acoustic field methods enable spatially continuous sound rendering but remain scene-specific, requiring dense audio measurements and costly training for each environment. Few-shot approaches improve scalability across rooms but still rely on multiple recordings and, being deterministic, fail to capture the inherent uncertainty of scene acoustics under sparse context. We introduce flow-matching acoustic generation (FLAC), a probabilistic method for few-shot acoustic synthesis that models the distribution of plausible room impulse responses (RIRs) given minimal scene context. FLAC leverages a diffusion transformer trained with a flow-matching objective to generate RIRs at arbitrary positions in novel scenes, conditioned on spatial, geometric, and acoustic cues. FLAC outperforms state-of-the-art eight-shot baselines with one-shot on both the AcousticRooms and Hearing Anything Anywhere datasets. To complement standard perceptual metrics, we further introduce AGREE, a joint acoustic-geometry embedding, enabling geometry-consistent evaluation of generated RIRs through retrieval and distributional metrics. This work is the first to apply generative flow matching to explicit RIR synthesis, establishing a new direction for robust and data-efficient acoustic synthesis.
Mar 17, 2026

HRTF-guided Binaural Target Speaker Extraction with Real-World Validation

This paper presents a Head-Related Transfer Function (HRTF)-guided framework for binaural Target Speaker Extraction (TSE) from mixtures of concurrent sources. Unlike conventional TSE methods based on Direction of Arrival (DOA) estimation or enrollment signals, which often distort perceived spatial location, the proposed approach leverages the listener's HRTF as an explicit spatial prior. The proposed framework is built upon a multi-channel deep blind source separation backbone, adapted to the binaural TSE setting. It is trained on measured HRTFs from a diverse population, enabling cross-listener generalization rather than subject-specific tuning. By conditioning the extraction on HRTF-derived spatial information, the method preserves binaural cues while enhancing speech quality and intelligibility. The performance of the proposed framework is validated through simulations and real recordings obtained from a head and torso simulator (HATS).
Mar 3, 2026

Decomposing the Influence of Physical Acoustic Modeling on Neural Personal Sound Zone Rendering: An Ablation Study

Deep learning-based Personal Sound Zones (PSZs) rely on simulated acoustic transfer functions (ATFs) for training, yet idealized point-source models exhibit large sim-to-real gaps. While physically informed components improve generalization, individual contributions remain unclear. This paper presents a controlled ablation study on a head-pose-conditioned binaural PSZ renderer using the Binaural Spatial Audio Neural Network (BSANN). We progressively enrich simulated ATFs with three components: (i) anechoically measured frequency responses of the particular loudspeakers(FR), (ii) analytic circular-piston directivity (DIR), and (iii) rigid-sphere head-related transfer functions (RS-HRTF). Four configurations are evaluated via in-situ measurements with two dummy heads. Performance metrics include inter-zone isolation (IZI), inter-program interference (IPI), and crosstalk cancellation (XTC) over 100-20000 Hz. Results show FR provides spectral calibration, yielding modest XTC improvements and reduced inter-listener IPI imbalance. DIR delivers the most consistent sound-zone separation gains (10.05 dB average IZI/IPI). RS-HRTF dominates binaural separation, boosting XTC by +2.38/+2.89 dB (average 4.51 to 7.91 dB), primarily above 2 kHz, while introducing mild listener-dependent IZI/IPI shifts. These findings guide prioritization of measurements and models when constructing training ATFs under limited budgets.
Mar 2, 2026

Analytical Exploration of Spatial Audio Cues: A Differentiable Multi-Sphere Scattering Model

A primary challenge in developing synthetic spatial hearing systems, particularly underwater, is accurately modeling sound scattering. Biological organisms achieve 3D spatial hearing by exploiting sound scattering off their bodies to generate location-dependent interaural level and time differences (ITD/ILD). While Head-Related Transfer Function (HRTF) models based on rigid scattering suffice for terrestrial humans, they fail in underwater environments due to the near-impedance match between water and soft tissue. Motivated by the acoustic anatomy of underwater animals, we introduce a novel, analytically derived, closed-form forward model for scattering from a semi-transparent sphere containing two rigid spherical scatterers. This model accurately maps source direction, frequency, and material properties to the pressure field, capturing the complex physics of layered, penetrable structures. Critically, our model is implemented in a fully differentiable setting, enabling its integration with a machine learning algorithm to optimize a cost function for active localization. We demonstrate enhanced convergence for localization under noise using a physics-informed frequency weighting scheme, and present accurate moving-source tracking via an Extended Kalman Filter (EKF) with analytically computed Jacobians. Our work suggests that differentiable models of scattering from layered rigid and transparent geometries offer a promising new foundation for microphone arrays that leverage scattering-based spatial cues over conventional beamforming, applicable to both terrestrial and underwater applications. Our model will be made open source.
Feb 20, 2026

JAEGER: Joint 3D Audio-Visual Grounding and Reasoning in Simulated Physical Environments

Current audio-visual large language models (AV-LLMs) are predominantly restricted to 2D perception, relying on RGB video and monaural audio. This design choice introduces a fundamental dimensionality mismatch that precludes reliable source localization and spatial reasoning in complex 3D environments. We address this limitation by presenting JAEGER, a framework that extends AV-LLMs to 3D space, to enable joint spatial grounding and reasoning through the integration of RGB-D observations and multi-channel first-order ambisonics. A core contribution of our work is the neural intensity vector (Neural IV), a learned spatial audio representation that encodes robust directional cues to enhance direction-of-arrival estimation, even in adverse acoustic scenarios with overlapping sources. To facilitate large-scale training and systematic evaluation, we propose SpatialSceneQA, a benchmark of 61k instruction-tuning samples curated from simulated physical environments. Extensive experiments demonstrate that our approach consistently surpasses 2D-centric baselines across diverse spatial perception and reasoning tasks, underscoring the necessity of explicit 3D modelling for advancing AI in physical environments. Our source code, pre-trained model checkpoints, and datasets are available at https://github.com/liuzhan22/JAEGER.
Feb 18, 2026

SIRUP: A diffusion-based virtual upmixer of steering vectors for highly-directive spatialization with first-order ambisonics

This paper presents virtual upmixing of steering vectors captured by a fewer-channel spherical microphone array. This challenge has conventionally been addressed by recovering the directions and signals of sound sources from first-order ambisonics (FOA) data, and then rendering the higher-order ambisonics (HOA) data using a physics-based acoustic simulator. This approach, however, struggles to handle the mutual dependency between the spatial directivity of source estimation and the spatial resolution of FOA ambisonics data. Our method, named SIRUP, employs a latent diffusion model architecture. Specifically, a variational autoencoder (VAE) is used to learn a compact encoding of the HOA data in a latent space and a diffusion model is then trained to generate the HOA embeddings, conditioned by the FOA data. Experimental results showed that SIRUP achieved a significant improvement compared to FOA systems for steering vector upmixing, source localization, and speech denoising.
Feb 18, 2026

Online Single-Channel Audio-Based Sound Speed Estimation for Robust Multi-Channel Audio Control

Robust spatial audio control relies on accurate acoustic propagation models, yet environmental variations, especially changes in the speed of sound, cause systematic mismatches that degrade performance. Existing methods either assume known sound speed, require multiple microphones, or rely on separate calibration, making them impractical for systems with minimal sensing. We propose an online sound speed estimator that operates during general multichannel audio playback and requires only a single observation microphone. The method exploits the structured effect of sound speed on the reproduced signal and estimates it by minimizing the mismatch between the measured audio and a parametric acoustic model. Simulations show accurate tracking of sound speed for diverse input signals and improved spatial control performance when the estimates are used to compensate propagation errors in a sound zone control framework.
Feb 18, 2026

Spatial Audio Question Answering and Reasoning on Dynamic Source Movements

Spatial audio understanding aims to enable machines to interpret complex auditory scenes, particularly when sound sources move over time. In this work, we study Spatial Audio Question Answering (Spatial AQA) with a focus on movement reasoning, where a model must infer object motion, position, and directional changes directly from stereo audio. First, we introduce a movement-centric spatial audio augmentation framework that synthesizes diverse motion patterns from isolated mono audio events, enabling controlled and scalable training data generation. Second, we propose an end-to-end multimodal finetuning approach with a thinking mode, which allows audio-language models to produce explicit intermediate reasoning steps before predicting an answer. Third, we investigate the impact of query-conditioned source separation as a preprocessing stage and compare three inference regimes: no masking, an audio grounding model (AGM), and ground-truth masks. Our results show that reasoning amplifies the benefits of source separation, with thinking mode showing significant improvement of +5.1% when a single event is present in the question. These findings highlight the interplay between movement modeling, reasoning, and separation quality, offering new insights for advancing spatial audio understanding.
Sep 30, 2025

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.