Cavern ~ Object-based Audio Engine & CODEC


Cavern is a fully adaptive object-based audio rendering engine and (up)mixer without limitations for home, cinema, and stage use. Audio transcoding and self-calibration libraries built on the Cavern engine are also available. This repository also features a Unity plugin and a standalone converter called Cavernize.

Cavern goes beyond fixed-channel audio systems by rendering any number of audio “objects” in three-dimensional space, tailored to the listener’s speaker arrangement or headphone output. It is also supported by a standalone conversion tool, Cavernize, which allows users to convert spatial mixes into conventional channel-based PCM formats while maintaining positional accuracy.

Key Features and Capabilities:

Object-Based Rendering
Cavern supports an unrestricted number of audio objects and output channels. This allows precise spatial placement and movement of sounds in 3D space, independent of specific channel layouts.

Codec and Container Support
The engine and its companion tools support a wide range of codecs and containers, including those commonly used for immersive audio delivery. Traditional formats such as WAV and common multimedia containers are also supported.

Calibration and Room Correction
Cavern includes tools for self-calibration and room equalization. These can flatten frequency response, compensate for acoustic irregularities, and help unify tonal characteristics across speakers.

Headphone Virtualization
Through HRTF-based processing, Cavern enables spatial rendering over stereo headphones. This simulates direction, distance, and spatial cues to reproduce the effect of multichannel speaker setups in a binaural listening environment.

Real-Time Up-Mixing
Legacy stereo or multichannel content can be up-mixed into fully rendered 3D scenes. This provides an immersive experience even when the source was not originally produced as object-based audio.

Integration with Game Engines
Cavern offers integration with Unity, enabling developers to incorporate real-time positional audio into games, simulations, and interactive media.


Use Cases

Home Cinema and Media Playback
Cavern can render object-based audio tracks for users who do not have commercial hardware processors. It allows accurate spatial playback through both speakers and headphones.

Headphone-Focused Listening
The binaural virtualization system benefits users who rely on headphones for movies, music, gaming, or general media consumption.

Game and VR Development
Developers can use Cavern inside Unity to produce dynamic, spatially accurate audio scenes in interactive applications.

Archiving and Conversion
Cavernize converts object-based audio into standard PCM or channel-based formats, preserving positional intent while enabling playback on conventional systems.

Speaker Optimization
Its calibration tools provide a software-based approach to room correction and multi-speaker alignment without requiring dedicated hardware processors.


Limitations and Considerations

  • Some supporting utilities are not fully open-source and may be distributed under separate licensing terms.
  • Spatial rendering benefits depend on input quality; poor-quality stereo sources will not yield true immersive results.
  • Speaker hardware, room acoustics, and HRTF compatibility affect the perceived accuracy of spatialization.
  • Integrating Cavern into custom software projects requires familiarity with its API and spatial-audio concepts.

Why Cavern Matters

Cavern stands out by making advanced spatial-audio technology accessible without requiring specialized hardware or proprietary processors. By combining open-source rendering, a flexible object-based architecture, codec support, calibration tools, and developer integration, it provides a versatile platform for enthusiasts, researchers, and media creators.

For users interested in experimenting with immersive audio workflows, whether for home cinema, headphone listening, archiving, or game development, Cavern offers a free, comprehensive and adaptable approach.


References:

  • VoidXH / Cavern – GitHub repository
  • Cavern documentation website
  • Cavern package listing on NuGet

cavern.sbence.hu/cavern
github.com/VoidXH/Cavern
github.com/VoidXH/HRTF
cavern.sbence.hu/cavern/doc
cavern.sbence.hu/cavern/downloads
www.nuget.org/packages/Cavern
en.wikipedia.org/wiki/Digital_room_correction#Cavern_QuickEQ

WWSpatialAudioPlayer ~ Windows Spatial Audio Player


WWSpatialAudioPlayer plays sound using Spatial sound API.

sourceforge.net/p/playpcmwin/wiki/WWSpatialAudioPlayer/

How to turn on Window’s 10 Spatial Sound ~ https://support.microsoft.com/en-us/windows/how-to-turn-on-spatial-sound-in-windows-10-ca2700a0-6519-448d-5434-56f499d59c96

BinAural VST ~ Mono To 3D Stereo


A mono-to-stereo VST plugin that positions sound in a 3D space using Head-Related Transfer Functions. Created with JUCE framework.

BinAural VST

github.com/twoz/binaural-vst

SpatGRIS ~ Multichannel Composition


The SpatGRIS is a plugin (Mac AU/VST and VST Windows format) designed to compose multichannel space. It allows the user to spatialize the sound in 2D (up to 16 speakers) or in 3D (up to 128 speakers) under a dome of speakers (with the ServerGRIS, available also on SourceForge). It includes two audio modes, — Free Volume and PanSpan — and one OSC mode. SpatGRIS is a fusion of two former plugins by the GRIS: OctoGRIS and ZirkOSC with a lot of new features. Automated Trajectories are included. It is possible to control it from external controllers such as Joystick, iPad or Leap Motion.

Features:

  • Three modes: Free Volume, Pan Span, OSC Spatialization
  • Automated Trajectories
  • Up to 16 outputs in audio mode
  • OSC Mode to control the ServerGRIS
  • External controllers: Joystick, iPad. Leap Motion
GRIS

gris.musique.umontreal.ca
sourceforge.net/projects/spatgris

Facebook 360 ~ Spatial Audio Workstation


The Facebook 360 Spatial Workstation is a software suite for designing spatial audio for 360 video and cinematic VR. It includes plugins for popular audio workstations, a time synchronized 360 video player and utilities to help design and publish spatial audio in a variety of formats. Audio produced with the tools can be experienced on Facebook News Feed on Android and iOS devices, Chrome for desktop and the Samsung Gear VR headset through headphones.

facebook360.fb.com