Spatial audio positioning examples
| Preset | X | Y | Z | Typical use | |
|---|---|---|---|---|---|
| Front Center | 0 | 0 | -2 | Dialogue | |
| Rear Left | -2 | 0 | 2 | Environmental sound | |
| Rear Right | 2 | 0 | 2 | Game effects | |
| Above | 0 | 3 | 0 | Aircraft or weather | |
| Moving Left-to-Right | -4 | 0 | -2 | Vehicles | |
| 360° Ambience | 0 | 0 | 0 | Environmental audio | |
| Close Whisper | -0.4 | 0 | -0.6 | Immersive dialogue | |
| Distant Sound | 8 | 0 | -12 | Background effects |
About spatial audio cues
Spatial audio cues describe where sound appears around a listener. They are useful in games, virtual reality, augmented reality, film, simulations, installations, and accessibility systems. A cue can include three-dimensional coordinates, direction, volume, timing, trigger rules, movement, and environmental processing. These settings help a production team reproduce the same intended sound behavior across scenes and platforms.
How to use this generator
Start by naming the cue and choosing an audio source. Enter X, Y, and Z values to place the source around the listener. Adjust azimuth and elevation when you need angle-based documentation. Choose a distance model and set reference distance, maximum distance, and rolloff. Then configure stereo behavior, gain, playback rate, pitch, and spatial mode. Directional sources can use cone angles and facing direction for focused sound radiation.
Environment, triggers, and movement
Environmental controls make the cue easier to hand off. Room size, reverb, echo, reflections, absorption, obstruction, and low-pass filtering can describe how a sound changes inside a space. Trigger settings define when a cue starts. Proximity radii, collision events, timed events, and custom events support interactive applications. Moving sources can travel between coordinates or follow circular and waypoint-based paths. Random volume, pitch, delay, position, and probability values create natural variation for repeated sounds.
Preview and export
The browser preview uses the Web Audio API to position generated tones or selected audio. Headphones usually make left-right and front-back differences easier to judge. Save important cues to the library, then search, filter, duplicate, reorder, enable, or disable them. Export cue data as CSV for spreadsheets, JSON for applications, TXT for documentation, or PDF for production handoffs. The exported settings provide a practical specification that developers, audio designers, editors, and reviewers can share. Consistent cue documentation also reduces implementation mistakes and makes immersive audio reviews faster across multidisciplinary production teams.
Frequently asked questions
What is a spatial audio cue?
A spatial audio cue stores sound placement, direction, distance, timing, movement, environment, and trigger information for immersive playback.
Can I preview a cue in the browser?
Yes. Use a local audio file, an audio URL, or a generated sample tone. Headphones provide the clearest panning and binaural-style preview.
What do X, Y, and Z represent?
X represents left and right, Y represents vertical position, and Z represents front and back relative to the listener.
Which distance models are available?
The generator includes linear, inverse, and exponential distance models with reference distance, maximum distance, and rolloff controls.
Can a source move while playing?
Yes. Choose moving source mode, provide ending coordinates, movement duration, movement style, and optional waypoint notes.
Can I manage more than one cue?
Yes. Add, duplicate, enable or disable, reorder, search, filter, and delete cues inside the cue library.
What export formats are supported?
The tool exports CSV, JSON, TXT, and PDF. You can also copy a structured cue summary and print the current page.
Are uploaded sounds sent to a server?
No upload handler is included. Local audio selected in the browser is used only for previewing in the current browser session.