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W3C Audio
Psychoacoustics
Web Audio Spatial 3D Panner & HRTF Studio
Interactive spatial audio engine modeling PannerNode, AudioListener, HRTF binaural filter convolution, ITD/ILD delay, and 3D sound cones.
-180° (Behind Left)
+45° (Front Right)
+180° (Behind Right)
1.0 m
4.0 m
25.0 m
Interaural Time Delay (ITD)
+0.42 ms
Right ear leads by 420 µs
Interaural Level Diff (ILD)
-8.4 dB
Head shadow high-freq loss
Distance Gain Factor
0.250 (-12.0 dB)
refDistance = 1.0m, rolloff = 1.0
Source 3D Position
(2.83, 0.00, -2.83)
Web Audio RHS coordinates
Top-Down 3D Spatial Soundstage (Listener & Emitter)
● Real-Time HRTF Convolving
Web Audio PannerNode Script
Psychoacoustics & Attenuation Formulas
Frequently Asked Technical Questions
How does the Web Audio PannerNode implement binaural 3D spatialization?+
The Web Audio API PannerNode provides two primary panning models: "equalpower" (simple stereo cross-fading based on azimuth) and "HRTF" (Head-Related Transfer Function). In HRTF mode, the browser convolves the audio signal with measured human head/ear acoustic impulse response filters. It reproduces true binaural cues including Interaural Time Difference (ITD, time delay between ears) and Interaural Level Difference (ILD, head acoustic shadow frequency attenuation), allowing listeners on headphones to perceive sound height, depth, and 360-degree directionality.
What is the mathematical difference between inverse, linear, and exponential distance models?+
The Web Audio distanceModel dictates how sound volume attenuates over distance d: "inverse" uses gain = refDistance / (refDistance + rolloffFactor * (max(d, refDistance) - refDistance)), matching authentic inverse-square physical acoustic decay in free air. "linear" applies gain = 1 - rolloffFactor * (d - refDistance) / (maxDistance - refDistance), often used in games with strict sound cutoff radii. "exponential" applies gain = (d / refDistance)^(-rolloffFactor), yielding dramatic steep falloff close to the source.
How do directional sound cones work on a PannerNode?+
A PannerNode can focus audio in a specific direction like a megaphone or flashlight beam using coneInnerAngle, coneOuterAngle, and coneOuterGain. Sounds located within the inner angle project at full volume. Outside the outer angle, sound is attenuated to coneOuterGain. Between the inner and outer angle, volume smoothly transitions linearly, allowing simulation of actors facing away from the listener or directional speakers.
Why should spatial audio coordinates be set via AudioParam instead of legacy setter methods?+
Legacy Web Audio methods like panner.setPosition(x, y, z) and listener.setOrientation(...) run on the main JavaScript thread without audio-rate scheduling, causing clicks and zipper noise during rapid movement. Modern Web Audio specifications expose positionX, positionY, positionZ as AudioParams, allowing sample-accurate automation via setValueAtTime(), linearRampToValueAtTime(), or direct connection to AudioWorklet streams for glitch-free 3D Doppler motion.
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