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---
license: other
license_name: replica-derived
license_link: https://github.com/facebookresearch/Replica-Dataset/blob/main/LICENSE
pretty_name: Unity + SoundSpaces 2.0 Spatial Audio Dataset (Replica)
task_categories:
  - audio-classification
  - other
tags:
  - spatial-audio
  - binaural
  - room-impulse-response
  - soundspaces
  - replica
  - audio-visual
size_categories:
  - 1K<n<10K
---

# 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](https://github.com/facebookresearch/sound-spaces) (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>/
├── soundspaces/
│   ├── coords.json                      # full metadata (schema below)
│   ├── unity_fpv.png                    # listener first-person render (1280x960)
│   ├── soundspaces_validation_spheres.png
│   ├── unity_fpv_vs_soundspaces_spheres.png
│   ├── rir_src01_*.npy                  # binaural RIR, shape (2, N), float64
│   ├── audio_src01_*.wav                # dry source convolved with its RIR (16 kHz, stereo)
│   └── audio_mix.wav                    # all sources mixed (16 kHz, stereo)
└── unity/
    └── 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 — 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 — 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_m`
- `acoustic_materials` (per-class material mapping report; 101 Replica classes)
- `sources`: list, each with:
  - `asset`, `class_num`, `audio_path`, `surface_mode`, `source_origin`
  - `unity_world_xyz` / `habitat_xyz` — source position in each frame
  - **`listener_local_xyz`** — 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_habitat` — axis-aligned `[min_xyz, max_xyz]`
  - `scale_multiplier`, `object_yaw_deg`, `rotation_euler_deg`, `color_rgb`
  - `rir_file`, `wav_file`, `rir_shape`

> **Binaural directionality note**: for sources clearly off-axis (≳15°), the
> direct-path arrival lands in the correct ear (`listener_local_xyz.x < 0` →
> louder/earlier LEFT). For near-frontal sources (≲10°) the direct-path level
> difference is tiny and early room reflections in asymmetric rooms can dominate
> the per-channel energy — this is expected binaural physics, not a labeling error.

## Licensing & attribution — 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.