Show HN: Audiocube – A 3D DAW for Spatial Audio (audiocube.app)
I’ve recently released my solo project Audiocube
I wanted to make a 3D DAW, where spatial audio, physics, and virtual acoustics are all directly integrated into the engine.
This makes it easy to create music in 3D, and experiment with new techniques which aren’t possible in traditional DAWs and plugins.
I’d love to get any feedback on this software (Mac/Windows) to make it better.
You can download it for free through the website.
Thanks, Noah
123 comments
[ 2.0 ms ] story [ 178 ms ] thread[1] Oddly the surround sound soundtracks that impress me the most are old VHS tapes encoded with Dolby Pro Logic
[2] let's see... Close to the Edge by Yes, Supernature by Goldfrapp, Maximum-Minimum by Kraftwerk
[3] https://en.wikipedia.org/wiki/Head-related_transfer_function
And then I recall there was this one old Kickstarter project that made headphones with that idea. It had an IR transmitter for head tracking.
I think it might be quite difficult to track head movement with just earbuds and not have the tracking drift, though.
It's definitely possible to have head tracking, I think it will just depend on what headphones and hardware offer it. It would be cool to give you that kind of VR listening experience but just on headphones
Ambisonics, especially higher-order ambisonics, also is capable of spatial panning, though it encodes the 3D soundfield rather than individual sound sources. Again, there are a few physical formats.
https://en.wikipedia.org/wiki/MPEG-H_3D_Audio
https://ieeexplore.ieee.org/document/7056445
Sorry if this sounds like some self-promotion - I specifically built this functionality[2] for my previous audio engineer so that he could quickly design and test sounds without the hassle of having to build/install an APK with every new audio file.
[0]: https://www.DodgeALL.com (only for Quest 2/3/3s/Pro headsets)
[1]: https://valvesoftware.github.io/steam-audio/
[2]: https://docs.google.com/document/d/1IFQjkroomHh8FocjfA-a55JP...
Unfortunately that's no longer my hobby so can't test this for you but definitely scratches an itch for past me. Nice
Yeah, frustration with the existing solutions was one of the main reasons I started this project.
I was working in creating immersive audio, and I just found that none of the plugins allowed the level of placement that I wanted. It was all fiddly, and you couldn't easily move the listening position around, while also moving sound sources.
I came from an audio engineering background, not programming, so it took me a while to even learn how to make software! But now I made the tool I always needed.
How long have you been working on it out of interest?
I started it in 2020 - here’s a blog post about the history https://www.audiocube.app/blog/audiocube-history
I’ve recently got it working on an iPad which was a frustrating grind but I think the concept is a lot of fun on touchscreen!
https://library.soundfield.com/
Currently it only exports/plays back in binaural stereo
So right now, is it possible to make something in Audiocube and export it to native spatial AirPod sound ?
Currently I believe apple spatial uses some kind of 5.1 or 7.1 format audio files mixed with a binauralizer to distribute on headphones. I’m building a method to export in surround formats but it needs a bit more research. Currently it exports as a binaural wav that sounds very 3d, but I’ll look more into apple Spatial Audio as I haven’t researched it much
https://news.ycombinator.com/item?id=3579543
At first glance I thought of: DEW
https://en.m.wikipedia.org/wiki/Directed-energy_weapon
Or singing while walking through a tunnel?
Since it has capabilities that would be hard to replicate, rather than show the tool on the landing page, I would show the output. Remove the clutter and force people to listen to what the tool can produce.
The tool as it is now, is being marketed towards yourself, people that wanted to build that tool and know what it is. But everyone will know what it can do after listening to sample output.
You are right about the audio demos, I'll update the frontpage with this soon. Thanks!
(asking because I listen to a lot of live jam music in stereo and noticed that they use a stereo mix with a virtual image)
I've had quad speakers before (with a "delay" unit for the rear speakers) but I think it would be hard to do 3D in stereo (I know about https://en.wikipedia.org/wiki/3D_audio_effect and HRTFs but I have never noticed any 3d-ness to the sound I'm listening to in games).
For example, you could have an entire orchestra with each instrument close miked - and then arranged in audiocube in a vritual concert hall.
The user could even move around the space for full placement control - or you could simply render it to a binauralized stereo file for more immersive listening on headphones.
I'd like to develop a mobile "listening" app, which isn't for making projects, but listening to them and placing you in the virtual environment with control
It seems like "bakes in" spatial audio to binaural stereo?
But who is the market for that?
I love spatial audio on my AirPods but a big feature is that it moves with my head and can even be customized for my ears.
And I certainly don't want it applied when downsizing to a mono Bluetooth speaker.
It seems like you'd need to export your final product to surround/Atmos for the way people want to, and currently do, consume spatial audio? I assume the target here is Apple Music, short films, etc.?
I mean I think the concept of the 3D DAW is great. I just want to make sure there's a product-market fit here, so you can succeed. Or is there a market I'm overlooking?
I think I need to narrow down the market a bit. Currently I'm aiming more at audio and sound design experimenters rather than the deep technical stuff - although that is a goal later.
I'd like to create a 'listener app' so people can have full immersion, control, and exploration of audio scenes.
The binaural process is more of a high powered, more flexible and controllable version of a binarual plugin, so this would be for making binaural mixes rather than slapping on everything.
I personally think the binauralizarion is one of the best sounding out there, it sounds great on headphones and has excellent sound localisation.
But you are completely right. I'm still working out product market fit, and I think it's why I'm finding a bit of friction reaching the right audience.
Thanks for your thoughts! Any feedback and input is very appreciated
Since you're going for a paid approach, it does seem like you need to locate the audio professionals mixing for spatial audio on Apple Music and TV shows, to see if you can show them why your 3D editor results in a better surround/Atmos final result.
I will say that I've often wondered what it would be like to "walk through" a band or orchestra as they were playing, with the binaural audio adjusting accordingly, which would require a full 3D approach like you've created, not just angles. I once attended an art project of a choir singing in 360° in a circle around you, where you were invited to move around to change the "mix" of voices, and it was magical. I think that's what you must mean by "exploration of audio scenes" and it sounds really cool. On the other hand, it's hard for me to imagine how you'd turn that into a business. Especially since I assume that's already relatively easy to do with video game/VR engines, even if perhaps the binaural effect isn't quite as good?
Good luck! I think the concept is very cool, and I hope there's a way to monetize it as an independent product.
But does it support VST/AU in order to load instruments rather than "samples"?
It's just too much development work at this stage - not only the VST integration itself, but building a full MIDI sequencer timeline, editor, etc to support instruments.
Other DAWs do this perfectly well so I'm focusing on the 3D virtual environment moreso than tradtional DAW functions. Audiocube isn't a tool to compete with the likes of Ableton and Logic, but something to run on the side.
Although, if I had a big enough team I would love to give it all of these features. I'm just doing it solo at the moment, so I need to have a narrower focus.
https://www.youtube.com/watch?v=GMlnh6_9aTc
But I'm speaking out of self-interest here, and anyway for now your output is limited to binaural stereo which is not really a viable target for production workflows at this point.
(And of course, "and if you then want to consume the result in another DAW, you can". Chaining up multiple DAWs because they're all good at different things is one of the more fun things to do ;)
It's just a matter of working out the best way to enable multi-channel input, and connect to DAWs, I'm researching it and I've had some basic success but I think I need to go deeper into the programming grind to achieve it.
Steam audio is pretty awesome in that regards because it supports HRTF and all the physical based goodies like occlusion/reflection and sound propagation. So you can get really really immersive spatial audio.
The only downside with this solution is that you can't do offline rendering. So my question is:
can Audiocube do offline rendering? seems like it would be one killer feature for my use case.
Offline rendering is at the top of my research list currently. It’s not in the app yet. It’s going to take a lot of work to build given that the physics engine calculations are tied to frame rate etc, so there is a lot of work to do - but I’m sure it’s possible.
Thanks!
I've been developing a VR spatial sound and music app for a few years with the Unity game engine, bypassing the game engine's audio and instead remote controlling Ambisonic VSTs in REAPER. I can achieve low latency with that approach but it's a bit limited because all the tracks and routing need to be setup beforehand. There's probably a way to script it on REAPER but that sounds like an uphill battle. It would be a lot more natural to interface with an audio backend that is organized in terms of audio objects in space.
What I'd like is more flexibility to create and destroy objects on the fly. The VSTs I'm working with don't have any sort of occlusion either. That would be really nice to play with. Meta has released a baked audio raytracing solution for Quest, and that's fun for some situations but the latency is a bit too much for a satisfying virtual instrument.
Here's my project for context: https://musicality.computer/vr
What you’re working on sounds really cool, I’ll have a look at it!
It sounds like Audiocube offers the kind of features that you need, although it doesn’t have realtime audio input (yet, I’m working on it and have it partially working).
https://valvesoftware.github.io/steam-audio/
edit: ah, it's because it is a plugin for Unity's audio system which I've already determined adds more latency than I want.