Wavefront builds real-time spatial audio engines and sound design systems for games, XR headsets, and live installations — the layer that makes sound feel like it belongs in a physical place, not a stereo pair.
Sound is a physical problem before it's a creative one.
Real-time spatial engines tuned to a game's own physics and level geometry, not a generic middleware default.
02Head-tracked binaural audio for VR and AR headsets, built to survive the moment a player turns around.
03Object-based mixes for installations and venues, designed around the room's own acoustics rather than against them.
04Immersive mixes for narrative and documentary work delivered in object-based formats, not just a stereo fold-down.
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We start with the physical room or the virtual environment's geometry — reflections, occlusion, and scale before a single sound is chosen.
We design the spatial audio pipeline around your engine or hardware constraints, not a one-size middleware default.
Source material is recorded, synthesized, or licensed and built specifically for how it will move through the space.
Our engineers implement directly in your codebase or show control system, alongside your existing team.
Every project is tuned on the actual hardware or in the actual room before sign-off, not just in a studio monitor pair.
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We work directly with studios, agencies, and venues — no account managers between you and the engineers actually building your audio pipeline.