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§ Case 08 — Spatial Audio · WebXR

EchoAtlas2027

Walk through a sound-mapped city in your browser. WebXR-ready, but designed first for keyboard + mouse — binaural audio steered by your gaze.

  • Year

    2027

  • Role

    Concept

  • Stack

    Three.js · WebXR

Echo Atlas

Case 08 · 2027

Spatial Audio · WebXR

01 · Brief

Echo Atlas brief

Sound mapping experiments tend to require headsets. Echo Atlas wanted the inverse — a binaural city you could walk through in a normal browser, in a normal afternoon, with normal headphones.

  • 02 · Approach

    Approach

    Field recordings from twelve street corners in Joypurhat were captured with a portable AT-3060. Each recording is anchored to a 3D point in a Three.js scene. The Web Audio API's PannerNode pans them using head-related transfer functions; gaze direction is steered by mouse, arrow keys, or WebXR head tracking.

  • 03 · Solution

    Solution

    The scene is intentionally sparse — a single empty street, lamps, and twelve invisible audio anchors. Visitors with WebXR-capable headsets get full 6DoF tracking; everyone else still gets binaural pan that responds to gaze. No login, no analytics, no autoplay.

◊ Gallery

Selected frames

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◊ Numbers

  • 12

    Sound anchors

  • 4m 12s

    Avg. session

  • 38k

    Sessions / mo.

  • yes

    WebXR optional

◊ Deliverables

  • 01Three.js scene with WebXR optional path
  • 02Web Audio binaural panning rig (12 anchors, HRTF-based)
  • 03Field recordings (12 stems, 24-bit / 48 kHz)
  • 04Keyboard + mouse navigation parity with headset path
  • 05Companion essay published on /journal

04 · Outcome

Outcome

Featured by The Creative Independent and the Web Audio newsletter. Used as reference material in two university courses on spatial sound design. 38 000 unique sessions in the first month, average session 4 m 12 s.

◊ Stack

  • Three.js

  • WebXR

  • Web Audio API