Spatial audio engines
Object-based panning, distance, room and occlusion models for apps, games, the web and XR.
We build software that places sound in space: around a listener in headphones, across a room full of speakers, or inside a virtual world that answers as you move.
Immersive sound is where most experiences feel real or fall flat. We design the audio engine and the content together, so placement, distance, movement and room all follow what people see and do.
Object-based panning, distance, room and occlusion models for apps, games, the web and XR.
3D sound on ordinary headphones, with head tracking from phones, headsets and earbuds where the device supports it.
Encoding, decoding, rotation and rendering plugins and pipelines for 360 video, VR and dome content.
Software that drives speaker arrays in galleries, domes, museums and venues, tuned to the room on site.
Tools, templates and delivery pipelines for producing music and media in immersive formats, including Dolby Atmos workflows.
Soundscapes that respond to people, sensors, data or time of day, built to run for months without attention.
A short call to understand what people should hear, see and feel, and what success looks like for you.
The core idea built first, rough but real, so you can hear it and try it early and decide with confidence.
Engineering for the real world: performance, stability, every target platform and the polish people notice.
Release, installers or on-site setup, a clean handover and support after launch.
Sound that comes from all around the listener, including above and behind, instead of only from left and right. It can be played on headphones using binaural rendering, or on a set of speakers placed around a space.
No. Binaural audio works on any pair of headphones. For rooms and venues we design for the speakers you have, or recommend a layout if you are starting fresh.
Yes. We integrate spatial audio into Unreal Engine, Unity, native apps and the web, and design the sound so it supports what people see and do.
Yes. We build spatial panners, ambisonic processors, monitoring tools and delivery utilities as plugins or standalone software.
Yes. Using cameras, sensors, phones or controllers, the sound can follow where people stand, how they move or what they touch.
Share a few lines about the idea, the timeline and where it will live. The founder reads every message and replies personally.