Tag Archives: spatial audio

Delivering an immersive sound experience with Spatial Audio

Posted by Nevin Mital - Developer Relations Engineer, Android Media

In Android 13 (API level 33), we introduced a new standardized platform architecture for spatial audio, a premium and more engaging sound experience. With spatial audio, your content sounds more realistic to users by making it sound as though they are in the middle of the action. The individual instruments from a band can be separated and “placed” around the user, or the sound from a whale might grow as it approaches from behind and taper off as it swims away. Read on to learn more about Android’s support for spatial audio and how to implement the feature in your app.

Spatial audio on Android

There are two main distinctions of spatial audio:

  • With static spatial audio, the sounds are anchored to the user and move with them. A bird chirping to their left will always be on their left, no matter how they turn or move their head.
  • With spatial audio with head tracking, the sounds are positioned in the environment around the user. By turning their head to the left, the user will now hear the bird chirping in front of them.
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On Android, only multi-channel audio configured with the right AudioAttributes and AudioFormat is spatialized by default, though OEMs can customize this behavior. On devices where the OEM has integrated a spatializer effect, static spatial audio will work when any headset is connected to the device, though head-tracked spatial audio requires a headset with compatible head tracking sensors. OEMs like Pixel, OnePlus, and Xiaomi have already made these experiences available to their users.

Implementing & testing spatial audio

The easiest way to integrate with this feature is to use ExoPlayer! If you use ExoPlayer from Jetpack Media3 release 1.0.0 or newer, ExoPlayer will configure the decoder to prevent multi-channel audio from being downmixed to stereo and the default track selection behavior will take into account whether or not spatialization is possible. This means your content just needs to include a multi-channel audio track that ExoPlayer can select. ExoPlayer will monitor the device’s state and select a multi-channel track when spatialization is possible, or switch to a stereo track if not.

Android 12L (API level 32) added the new Spatializer class to allow you to query the spatialization capabilities of the device. There are four conditions that must all be true for the device to output spatialized audio:

// Get an instance of the Spatializer from the AudioManager val audioManager = getSystemService(Context.AUDIO_SERVICE) as AudioManager val spatializer = audioManager.spatializer if ( // Does the device have a spatializer effect? spatializer.immersiveAudioLevel != Spatializer.SPATIALIZER_IMMERSIVE_LEVEL_NONE // Is spatial audio enabled in the settings? && spatializer.isEnabled // Is spatialization available, for example for the current audio output routing? && spatializer.isAvailable // Can audio with the given parameters be spatialized? && spatializer.canBeSpatialized(audioAttributes, audioFormat) ) { // Spatialization is possible, so you can select a multi-channel track for playback with // spatial audio. } else { // Spatialization is not possible, so you may choose to select a stereo track for playback // to preserve bandwidth. }

ExoPlayer performs these checks when deciding which audio track to select. To further check if head tracking is available, you can call the isHeadTrackerAvailable() method. The Spatializer class also includes the following listeners to be able to react to changes in the device’s state:

OnSpatializerStateChangedListener

For changes in whether the spatializer is enabled or available.

OnHeadTrackerAvailableListener

For changes in whether head tracking is available.

With these signals, you can manually adjust your playback for spatial audio. Note that if you are not using ExoPlayer, you should make sure to configure the decoder to output multi-channel audio when possible by setting the max channel count to a large number with MediaFormat.setInteger(MediaFormat.KEY_MAX_OUTPUT_CHANNEL_COUNT, ##). See how ExoPlayer does this on GitHub. There are two ways to prevent spatialization depending on your use-case. If your audio is already spatialized, call setIsContentSpatialized(true) when configuring the AudioAttributes for your audio stream to prevent the audio from being double-processed. In all other cases, you can instead call setSpatializationBehavior(AudioAttributes.SPATIALIZATION_BEHAVIOR_NEVER) to disable spatialization altogether.

As mentioned previously, using spatial audio requires a supported device (that is, getImmersiveAudioLevel() does not return SPATIALIZER_IMMERSIVE_LEVEL_NONE) and a connected headset. To test spatial audio, start by making sure the feature is enabled in settings:

  • For wired headsets, go to System settings > Sound & vibration > Spatial audio.
  • For wireless headsets, go to System settings > Connected devices > Gear icon for your wireless device > Spatial audio.

Note that for spatial audio with head tracking, the headset must have head tracking sensors that are compatible with the device, such as Pixel Buds Pro with a Pixel phone, and head tracking must also be enabled in settings.

Next steps

Hearing is believing, so we highly recommend trying out spatial audio for yourself! You can see an example implementation in our sample app, Universal Android Music Player. And for more details on everything discussed here, check out our spatial audio developer guide.

Open sourcing Resonance Audio

Spatial audio adds to your sense of presence when you’re in VR or AR, making it feel and sound, like you’re surrounded by a virtual or augmented world. And regardless of the display hardware you’re using, spatial audio makes it possible to hear sounds coming from all around you.

Resonance Audio, our spatial audio SDK launched last year, enables developers to create more realistic VR and AR experiences on mobile and desktop. We’ve seen a number of exciting experiences emerge across a variety of platforms using our SDK. Recent examples include apps like Pixar’s Coco VR for Gear VR, Disney’s Star Wars™: Jedi Challenges AR app for Android and iOS, and Runaway’s Flutter VR for Daydream, which all used Resonance Audio technology.

To accelerate adoption of immersive audio technology and strengthen the developer community around it, we’re opening Resonance Audio to a community-driven development model. By creating an open source spatial audio project optimized for mobile and desktop computing, any platform or software development tool provider can easily integrate with Resonance Audio. More cross-platform and tooling support means more distribution opportunities for content creators, without the worry of investing in costly porting projects.

What’s Included in the Open Source Project

As part of our open source project, we’re providing a reference implementation of YouTube’s Ambisonic-based spatial audio decoder, compatible with the same Ambisonics format (Ambix ACN/SN3D) used by others in the industry. Using our reference implementation, developers can easily render Ambisonic content in their VR media and other applications, while benefiting from Ambisonics open source, royalty-free model. The project also includes encoding, sound field manipulation and decoding techniques, as well as head related transfer functions (HRTFs) that we’ve used to achieve rich spatial audio that scales across a wide spectrum of device types and platforms. Lastly, we’re making our entire library of highly optimized DSP classes and functions, open to all. This includes resamplers, convolvers, filters, delay lines and other DSP capabilities. Additionally, developers can now use Resonance Audio’s brand new Spectral Reverb, an efficient, high quality, constant complexity reverb effect, in their own projects.

We’ve open sourced Resonance Audio as a standalone library and associated engine plugins, VST plugin, tutorials, and examples with the Apache 2.0 license. This means Resonance Audio is yours, so you’re free to use Resonance Audio in your projects, no matter where you work. And if you see something you’d like to improve, submit a GitHub pull request to be reviewed by the Resonance Audio project committers. While the engine plugins for Unity, Unreal, FMOD, and Wwise will remain open source, going forward they will be maintained by project committers from our partners, Unity, Epic, Firelight Technologies, and Audiokinetic, respectively.

If you’re interested in learning more about Resonance Audio, check out the documentation on our developer site. If you want to get more involved, visit our GitHub to access the source code, build the project, download the latest release, or even start contributing. We’re looking forward to building the future of immersive audio with all of you.

By Eric Mauskopf, Google AR/VR Team