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How I reverse engineered a commercial spatial audio effect

Original article
epestr.com|31 points|10 comments|by epestr|Oct 11, 2026

Deconstructing a Commercial Spatial Audio Effect

Back when I was utilizing a different operating system, I relied on a specific piece of software that processed audio in real-time to enhance the listening experience. The effect was subtle yet impactful: it made the sound feel lighter and shifted the perceived source further away from the listener, while still preserving all the essential sonic details.

Because I wanted a similarly intuitive tool for Linux, I decided to build my own.

Comparison of Original vs Processed Audio

The Goal: Create a processed version of audio that feels less "blocked" and reduces ear fatigue during long listening sessions by increasing the perceived distance of the sound.


🛠️ The Initial Approach

Since I was developing for Linux, I chose PipeWire as my foundational stack. Being new to the world of audio DSP, I used an LLM as a conceptual guide while experimenting with psychoacoustic methods and standard filters.

During this phase, I discovered HRTFs (Head-Related Transfer Functions), which model how sound interacts with a listener's physical geometry to reach the ears from a specific coordinate in space.

Database Comparison

I tested two primary datasets to achieve this effect:

DatabaseResultNote
MIT KEMAR❌ PoorRecorded in an anechoic chamber; lacked necessary room echoes.
SADIE II✅ BetterIncluded room responses, which felt much closer to the target effect.

As I pushed further, the LLM began suggesting highly technical concepts:

  • Perceptual envelopment
  • Late-field decorrelation
  • Spectral diffusion
  • Diffuse spatial energy

I tried to implement these suggestions blindly. Unfortunately, while I could hear that my results were "off," these abstract terms didn't provide a concrete path toward improvement. The project eventually stalled.


🔍 Shifting Strategy: Black-Box Analysis

I realized that instead of guessing the internal algorithms trying to deduce the exact parameters, I should simply analyze the behavior of the filter itself.

This was a challenge because I didn't own the software; I only had access to it via a friend's laptop. This meant I couldn't iterate in real-time. I began studying Signalsmith and various audio engineering blogs to develop the intuition needed to measure the effect accurately.

The Workflow


📐 The Assembly of Tests

The core challenge was designing a single test file that could capture all the necessary characteristics of the filter without requiring multiple recording sessions.

1. Impulse Response (IR) Measurement

By passing a single nonzero sample (an impulse) through the filter, any subsequent audio in the recording is a direct result of the filter's processing. This reveals:

  • The shape and extent of the decay.
  • Associated phase delays.

If we define the response to an impulse as hhh, then the response to an input xxx at position kkk is simply hhh shifted to kkk and scaled by x[k]x[k]x[k]. The total output is the convolution:

y[n]=∑kx[k]h[n−k]=(x∗h)[n]y[n]=\sum_k x[k]h[n-k]=(x*h)[n]y[n]=∑k​x[k]h[n−k]=(x∗h)[n]

2. Verifying LTI Properties

I needed to confirm if the filter was a Linear Time-Invariant (LTI) system. I tested for:

  • Homogeneity: F(ax)=aF(x)F(ax)=aF(x)F(ax)=aF(x) (Louder inputs produce proportionally louder outputs).
  • Additivity: F(x1+x2)=F(x1)+F(x2)F(x_1+x_2)=F(x_1)+F(x_2)F(x1​+x2​)=F(x1​)+F(x2​) (Combined inputs equal the sum of individual responses).
  • Time-Invariance: The response remains the same regardless of when the input is played.

For a stereo system, the relationship is represented by the matrix:

[yLyR]=[hLLhLRhRLhRR]∗[xLxR]\begin{bmatrix} y_L\\ y_R \end{bmatrix} {}={} \begin{bmatrix} h_{LL} & h_{LR}\\ h_{RL} & h_{RR} \end{bmatrix} * \begin{bmatrix} x_L\\ x_R \end{bmatrix}[yL​yR​​]=[hLL​hRL​​hLR​hRR​​]∗[xL​xR​​]

To test this, I created a file with impulses at varying amplitudes, played them in the left channel, the right channel, both simultaneously, and with the right channel phase-inverted.

3. Sine Sweeps vs. Impulses

While impulses are useful, I noticed that professional literature favors sine sweeps. While an impulse contains all frequencies, it has very little energy per frequency, making it susceptible to noise. A sweep increases the Signal-to-Noise Ratio (SNR).

The transfer function H(f)H(f)H(f) is calculated as: Y(f)=H(f)X(f),H(f)=Y(f)X(f)Y(f)=H(f)X(f), \qquad H(f)=\frac{Y(f)}{X(f)}Y(f)=H(f)X(f),H(f)=X(f)Y(f)​

To prevent division by zero (which would amplify recording noise), I used a regularization term λ\lambdaλ:

H(f) \approx \frac{Y(f)X^*(f)}{|X(f)|^2 + \lambda}

Pros and Cons of Sweeps:

  • Pro: Better noise rejection and phase retention.
  • Con: Longer duration, which might trigger adaptive behavior in the commercial program.

Finally, I added steady tones and amplitude-modulated tones (quiet →\rightarrow→ loud →\rightarrow→ quiet) to analyze gain changes and the system's temporal response.