RESEARCH — SPATIALIZATION ALGORITHM
BSE
Binaural Sound Engine
BSE renders spatial audio on headphones without HRTF convolution: it models the physical and perceptual mechanisms of spatial hearing directly, with lightweight parametric filters — ITD, ILD, pinna and floor reflections.
THE PROBLEM
Binaural is stuck with other people's ears
Binaural audio promises the ultimate spatial experience: full 3D positioning through ordinary headphones. The mechanism has been understood for over a century — your brain localizes sound through interaural time differences, level differences and the spectral fingerprint of your outer ears. Reproduce those cues accurately and the brain hears sound in space around you.
The traditional approach convolves audio with HRTFs — impulse responses measured on a dummy head or a small sample of subjects. But your head and ears are unique: the spectral cues that carry elevation vary so much between individuals that what sounds 'above' for one person sounds 'in front' for another through the same generic HRTF.
Convolution also carries a structural bill: continuous FFTs per source, CPU that scales linearly with source count, 10–50 ms of block latency that breaks audio-visual sync in interactive use, and embedded platforms that simply cannot run it. The industry treats these limits as inherent to binaural. They are not — they are inherent to convolution.
HOW IT WORKS
How it works
No HRTF convolution
Generic dummy-head measurements are replaced by a direct model of spatial hearing — simple parametric filters only, minimal CPU, timbre preserved.
True personalization
Head width drives interaural time differences; head height drives torso and floor reflections. Two real measurements — a fit generic HRTFs cannot match.
Head tracking, unlimited sources
Yaw, pitch and roll input at a few samples of latency, with no practical limit on the number of sources.
UNDER THE HOOD
Going deeper
BSE abandons HRTF convolution entirely and models each mechanism of spatial hearing explicitly, drawing on decades of psychoacoustic research: interaural time differences dominate localization below 1.5 kHz; level differences take over above, as the head shadows sound; the pinna's frequency-dependent reflections encode elevation; torso, shoulder and ground reflections contribute front-back discrimination and height cues. Each phenomenon becomes a parametric filter — no FFT, no convolution, no block processing.
The consequence is structural: a few samples of latency at any sample rate, a per-source cost so low that a single DSP core renders dozens of sources, and platforms convolution can never reach — Bluetooth headphones with onboard DSP, automotive head units, mobile without battery drain.
And because the processing is parametric rather than data-driven, personalization is real. Head width sets the interaural time differences your brain actually expects; head height adjusts torso and ground reflection geometry. These are not abstract numbers — they are dimensions you measure with a tape, and entering them improves spatial accuracy immediately, especially for elevation, where individual variation matters most. The rendering adapts to you, instead of forcing you to adapt to a dummy head.
Paired with HSR, BSE completes a stereo-to-binaural pipeline: HSR extracts the spatial content of a stereo mix as discrete components — the center vocal at 0°, the left guitar at −30°, the diffuse ambience across the rear hemisphere — and BSE renders each with full spatial cues. Streaming music gains genuine immersive presentation, in real time, without touching the source material.
AT A GLANCE
At a glance
| Input | Mono per source — unlimited sources |
| Output | Binaural stereo |
| Latency | A few samples |
| Implementation | Parametric — no FFT, no convolution |
| Availability | Ships in RIPL · OEM licensing |
PARAMETERS
Hands on the algorithm
| Head width | Drives interaural time differences |
| Head height | Drives torso and floor reflections |
| Source position | Azimuth, elevation, distance |
| Head rotation | Yaw, pitch, roll |
| Processing | Parametric filters only — no FFT, no convolution |
| Formats | 44.1 – 192 kHz · 16 / 24 / 32-bit float |
POSITIONING
Compared to the alternatives
vs HRTF convolution
Generic dummy-head measurements are CPU-heavy, add 10 – 50 ms, and fit nobody exactly. BSE models hearing directly: a few samples, true personalization.
vs stereo widening tricks
No phase smearing, no mono-compatibility loss — real externalization, not a width effect.
APPLICATIONS
Where it fits
Headphone listening
Most listening now happens on headphones, where stereo collapses to a line between the ears. Through HSR + BSE, any stereo content gains genuine spatial distribution — and the processing is light enough to live where listeners are: smartphone apps, portable DACs, wireless earbuds with onboard DSP.
Gaming & VR
A sound rendered at 3 meters sounds like it is at 3 meters, because BSE models the acoustics of that distance. Few-sample latency makes head-tracking response imperceptible, the minimal CPU cost leaves the budget to graphics and physics, and personalization can hook into VR calibration flows.
Automotive
Speaker-based binaural through headrest or near-field drivers gives each passenger a personal audio zone — no headphones, no disturbing the neighbors. Personalization can follow seat-position memory, and the low latency keeps navigation prompts and calls in sync.
Aviation & transport
Headrest speaker arrays deliver personal spatial audio at every seat, on existing in-flight entertainment hardware — a genuine premium-cabin differentiator that runs without hardware modification.
INTEGRATION
Built to live inside your product
| Delivery | C · C++ · MATLAB · .dsp — full source code |
| Platforms | macOS · Windows · Linux · embedded ARM · iOS · Android |
| DSP platforms | Flow DSP · Audio Weaver — solutions in preparation |
| Documentation | Whitepaper — every algorithm explained, in the clear |
OEM LICENSING
- ■ One-time payment per brand
- ■ Full source code — C, C++, MATLAB, .dsp
- ■ Whitepaper — all algorithms explained
- ■ Integration support included
- ■ Free updates
- ■ Volume discounts on multiple licenses
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