How I reverse engineered a commercial spatial audio effect
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.
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:
| Database | Result | Note |
|---|---|---|
| MIT KEMAR | ❌ Poor | Recorded in an anechoic chamber; lacked necessary room echoes. |
| SADIE II | ✅ Better | Included 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 , then the response to an input at position is simply shifted to and scaled by . The total output is the convolution:
2. Verifying LTI Properties
I needed to confirm if the filter was a Linear Time-Invariant (LTI) system. I tested for:
- Homogeneity: (Louder inputs produce proportionally louder outputs).
- Additivity: (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:
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 is calculated as:
To prevent division by zero (which would amplify recording noise), I used a regularization term :
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 loud quiet) to analyze gain changes and the system's temporal response.