--- 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//case_/ ├── 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.