Datasets:
Unity + SoundSpaces 2.0 Spatial Audio Dataset (Replica)
Audio-visual spatial-audio dataset built by placing sound-emitting objects in
17 Replica indoor scenes with a Unity/PhysX physical placement stage, then
rendering binaural room impulse responses (RIR) with
SoundSpaces 2.0 (habitat-sim
AudioSensor, per-class acoustic materials). Each case ships the listener's
first-person render, per-source binaural RIRs, dry source audio, the
RIR-convolved per-source audio, a mixed binaural track, and full geometric
metadata (2D/3D bounding boxes, listener-local source directions).
Scenes (17)
office_0..4, room_0..2, hotel_0 (small),
frl_apartment_0..5, apartment_0..1 (large).
apartment_2 is excluded from the QA100 release because the Unity/PhysX
placement stage was unstable for that scene on the current generation setup.
Augmentations (per scene)
| variant | ratio | description |
|---|---|---|
no_arg |
40% | placed objects as-is |
color_arg |
20% | object color randomized |
scale_arg |
20% | object scale randomized |
color_scale_arg |
20% | both |
Directory layout
<scene>/<augmentation>/case_<id>/
βββ soundspaces/
β βββ coords.json # full metadata (schema below)
β βββ unity_fpv.png # listener first-person render (1280x960)
β βββ soundspaces_validation_spheres.png
β βββ unity_fpv_vs_soundspaces_spheres.png
β βββ rir_src01_*.npy # binaural RIR, shape (2, N), float64
β βββ audio_src01_*.wav # dry source convolved with its RIR (16 kHz, stereo)
β βββ audio_mix.wav # all sources mixed (16 kHz, stereo)
βββ unity/
βββ unity_coords.json # raw Unity-side placement output
Audio format
- Sample rate: 16 kHz, stereo (binaural), float.
- RIR: NumPy
(2, N)float64. Channel 0 = LEFT ear, channel 1 = RIGHT ear. Per-source audio =fftconvolve(dry_signal, rir[channel]).
coords.json schema β coordinate systems & directionality
Each case stores geometry in two coordinate frames:
| axis | Unity (left-handed) | Habitat / SoundSpaces (right-handed) |
|---|---|---|
| X | + = right | + = right (same) |
| Y | + = up | + = up (same) |
| Z | + = camera forward | + = camera backward (sign flipped) |
Conversion: habitat = (x, y, -z). Listener facing:
soundspaces_yaw = (90 + unity_yaw) % 360 (the +unity_yaw accounts for the yaw
direction reversed by the Z-flip; using 90 - unity_yaw mirrors the X axis and
swaps the binaural L/R channels β that bug is fixed in this release).
Top-level keys:
scene,unity_yaw_deg,soundspaces_yaw_deg,image_width,image_height,camera_intrinsic[fx, fy, cx, cy]listener_unity_world/listener_habitat[x, y, z],ear_height_offset_macoustic_materials(per-class material mapping report; 101 Replica classes)sources: list, each with:asset,class_num,audio_path,surface_mode,source_originunity_world_xyz/habitat_xyzβ source position in each framelistener_local_xyzβ source in listener-facing local frame, the key directional field:- **x < 0 = LEFT**, x > 0 = right
- z > 0 = FRONT, z < 0 = behind
- y = up/down
bbox_2d[x0, y0, x1, y1]pixels (xyxy_top_left_pixels)bbox_3d_unity_world/bbox_3d_habitatβ axis-aligned[min_xyz, max_xyz]scale_multiplier,object_yaw_deg,rotation_euler_deg,color_rgbrir_file,wav_file,rir_shape
Binaural directionality note: for sources clearly off-axis (β³15Β°), the direct-path arrival lands in the correct ear (
listener_local_xyz.x < 0β louder/earlier LEFT). For near-frontal sources (β²10Β°) the direct-path level difference is tiny and early room reflections in asymmetric rooms can dominate the per-channel energy β this is expected binaural physics, not a labeling error.
Licensing & attribution β READ BEFORE PUBLIC RELEASE
This dataset is derived from the Replica Dataset (meshes, renders, semantic classes). Replica is distributed under its own research license, which restricts redistribution. Rendered images and semantic-derived fields here inherit those terms. Confirm you are permitted to redistribute Replica-derived content before making this dataset public.
- Replica: https://github.com/facebookresearch/Replica-Dataset (see LICENSE)
- SoundSpaces 2.0: https://github.com/facebookresearch/sound-spaces
- Placed-object audio assets (
data/Effect_Object/...): verify their individual licenses are compatible with redistribution.
Citation
If you use this dataset, please cite Replica and SoundSpaces 2.0.
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