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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
ParamTypeRequiredDefaultDescription
sourcesarray[{ id, position3d, audioClip, volume }]
listenerobject{ position3d, orientation, velocity }
environmentobject{ 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

  1. Domain solver — compose with KO42 + two additional operators from the matching family for pulse-coherent results.
  2. Digital twin — pipe sensor data into this protocol every Zeqond to keep the model phase-locked with the system.
  3. Alert threshold — flag results whose error_pct exceeds 0.1% as out-of-spec events for the operations layer.

Seeds

  • Near — wrap /api/gaming/spatial-audio in 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

Middleware active. Kernel on the 1.287 Hz HulyaPulse. Awaiting next Zeqond.