Hub / Hardware / Spatial audio

planned

Spatial audio

8 perimeter PA + ~15 exciters; proto starts at 2 PA.

Spatial audio concept
Product concept — not a photograph

Engineering

Spatial audio — hybrid PA + exciters planned

Continuous spatial from elevated perimeter PA; contact impact from tactile exciters on modular obstacles. One Audio Controller (not Unity) mixes UDP from the gateway. Canonical: docs/REAL_ARENA.md § Spatial Audio.

v1 target (scalable from proto)

LayerHardwareRole
Airborne / continuous8× Behringer B112D (or equiv.) @ ~1.5–2.5 m (proto: 2)Whoosh, cast roar, ambience, announcer
Contact / local~15 exciters (1 / modular obstacle)Impact bang + haptic
Exciter driveObstacle ESP32 + Class-D (smart-block pattern)Gateway event by auto-mapped id
Controller1× Pi 5; USB stereo → UMC1820 / DAC8×Inverse-square mix for N channels

Prototype first

~12–20k CZK: 2 PA + 1 Pi + DAEX25 + DAEX32 + Class-D. Success: <50 ms, pan across 2 PA, exciter↔LED sync, same binary for speakers: 8.

Rejected for v1

~30× Pi stream endpoints per wall (Dante/AVB fleet). Worse ops/cost; not better airborne quality than PA. Escape hatch only after hybrid immersion tests fail.

Latency & ports

Position → audio < 50 ms. Gateway :4120 (XYZ 30–60 Hz), :4121 (spell/impact). Full v1 audio line ~75k CZK inside ~324k CAPEX (no DMX).

Phase 3

Optional expand toward 16 PA; admin calibration UI; optional local LLM+TTS commentary.