ZeqSpatialAudio
Physics engine, procgen, netcode, AI, spatial audio.
- Protocol ID —
zeq-spatial-audio - Category — Gaming
- Endpoint —
POST /api/gaming/spatial-audio - Auth — api-key
- Rate limit — 30/min
- Version —
1.287.0 - Precision — ≤0.1% (KO42-enforced)
What it does
3D spatial audio engine with HulyaPulse-synced HRTF. Zeqond-quantized reverb tails, Doppler simulation, occlusion via R(t)-weighted ray casting.
Signature
Request
POST /api/gaming/spatial-audio
| Param | Type | Required | Default | Description |
|---|---|---|---|---|
sources | array | ✓ | — | [{ id, position3d, audioClip, volume }] |
listener | object | ✓ | — | { position3d, orientation, velocity } |
environment | object | — | { roomSize, materials, occlusion } |
Response
{ spatializedAudio, hrtfApplied, reverbProfile, dopplerShifts, zeqond }
Runnable example
curl -sS -X POST \
-H "Authorization: Bearer $ZEQ_API_KEY" \
-H "Content-Type: application/json" \
-d '{
"sources": [],
"listener": {},
"environment": {}
}' \
"https://api.zeq.dev/api/gaming/spatial-audio"
Integrate
- Domain solver — compose with
KO42+ two additional operators from the matching family for pulse-coherent results. - Digital twin — pipe sensor data into this protocol every Zeqond to keep the model phase-locked with the system.
- Alert threshold — flag results whose
error_pctexceeds 0.1% as out-of-spec events for the operations layer.
Seeds
- Near — wrap
/api/gaming/spatial-audioin a language SDK so builders can call it in three lines. - Medium — publish a reference integration demonstrating ZeqSpatialAudio alongside a real workload, with pulse-aligned metrics.
- Far — propose ZeqSpatialAudio as an open reference standard so other runtimes can implement it verbatim against the Zeq paper.
Papers
- Zeq paper — https://doi.org/10.5281/zenodo.18158152
- Framework paper — https://doi.org/10.5281/zenodo.15825138
Middleware active. Kernel on the 1.287 Hz HulyaPulse. Awaiting next Zeqond.