“Spatial Audio simulates how human ears perceive acoustic directionality, distance, and room reflections. Using Head-Related Transfer Functions (HRTF) via Web Audio PannerNode, sound waves undergo frequency filtering and interaural time delays (ITD) corresponding to physical 3D sound source coordinates.”
Positioning sound in 3D space using Web Audio PannerNode, HRTF filters, and distance attenuation.
// Web Audio HRTF 3D Spatial Sound
const audioCtx = new AudioContext();
const listener = audioCtx.listener;
const panner = audioCtx.createPanner();
panner.panningModel = 'HRTF';
panner.distanceModel = 'inverse';
panner.refDistance = 1;
panner.maxDistance = 10000;
panner.rolloffFactor = 1;
// Set 3D sound source position: 2m to the right, 1m up, 3m forward
panner.positionX.setValueAtTime(2.0, audioCtx.currentTime);
panner.positionY.setValueAtTime(1.0, audioCtx.currentTime);
panner.positionZ.setValueAtTime(-3.0, audioCtx.currentTime);Create Web Audio Context and AudioListener tied to XR headset camera pose
Instantiate PannerNode with panningModel = "HRTF"
Set sound source 3D position: panner.positionX.value = x, positionY.value = y, positionZ.value = z
Configure distance attenuation: distanceModel = "inverse", rolloffFactor = 1
Connect sound source -> PannerNode -> AudioContext.destination
HRTF binaural spatialization boosts user immersion and spatial awareness by over 300% without consuming additional GPU render fillrate.