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Omniphony
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Docs & guides

Figure it out

How to get it running, drive it, and pull it apart. More guides land here as we write them — and if something's missing or wrong, that's a great excuse to send a PR.

Getting started

From zero to sound flying around your room. Build it, run it, hear the demo — then point it at your own stuff.

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Using Studio

Your window into the engine — watch every object move in 3D, then grab the knobs and mess with the mix live.

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Speaker layout

Tell the engine where your speakers actually are — a few lines of YAML, and VBAP figures out the rest. Stock rigs included, weird ones welcome.

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Binaural for headphones

No speakers? Fold the whole scene into a stereo pair with HRTFs, room reflections, and live head tracking — the room, on your head.

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Playback via mpv-omniphony

Point a real film at your speaker rig — mpv hands the audio to Omniphony instead of letting FFmpeg flatten it.

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OSC protocol

Everything the engine does, it does over OSC — drive it and watch it from a script, a controller, or whatever you feel like wiring up.

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Custom render backends

Compute a per-speaker gain however you like. Prototype it in Lua and edit it live, or compile a native Rust backend — either way it shows up in the UI on its own.

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Omniphony

An open, hackable spatial-audio playground — render sound in 3D and bring your own algorithm.

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