spatial-audio
Purpose
This skill implements 3D audio positioning and rendering for AR/VR applications, using techniques like Head-Related Transfer Function (HRTF) to simulate spatial sound sources in real-time.
When to Use
Use this skill when building immersive AR/VR experiences that require realistic audio, such as virtual tours, gaming environments, or simulations where sound direction and distance enhance user presence. Avoid it for 2D audio needs, as it adds overhead for non-spatial applications.
Key Capabilities
- Real-time HRTF-based audio rendering for accurate 3D positioning.
- Support for dynamic sound source updates, including occlusion and reverberation effects.
- Integration with AR/VR frameworks for device-specific audio output (e.g., headphones or spatial speakers).
- Configurable parameters like sound attenuation models (inverse distance or logarithmic) and frequency ranges (20Hz-20kHz).
- Multi-source handling, supporting up to 32 concurrent audio sources per session.
Usage Patterns
Always initialize the audio context first, then set up sound sources with positions. Use a loop for updates in real-time applications. For CLI, pipe audio files through the tool; for API, call endpoints in sequence. Pattern: Import library > Create audio context > Add sources > Render and update. Handle cleanup on exit to free resources.
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