diff --git a/docs-site/content/docs/roadmap.md b/docs-site/content/docs/roadmap.md index dbff6fe..cba0eba 100644 --- a/docs-site/content/docs/roadmap.md +++ b/docs-site/content/docs/roadmap.md @@ -65,6 +65,16 @@ see [Status & Progress](/docs/status). an available host profile (likely behind a second per-user auth layer); on connect to an idle host, the user lands in *their own* desktop/session, signed in, without touching the host. Turns one box into a personal, profile-aware streaming target for a household. +- **Surround & spatial audio.** Today every path is stereo end to end (the Linux host already encodes + 5.1/7.1 via multistream Opus, but no client renders it yet). Near term: carry a **7.1 channel bed** — + multichannel capture, surround Opus on every host, and clients that render more than two channels + (macOS can then spatialize the bed to head-tracked AirPods audio). The moonshot is **object-based + spatial audio**: native-Windows Atmos/DTS:X object capture is blocked by a closed renderer API, but + **Proton already routes game audio objects through Wine's `ISpatialAudioClient`** — where it currently + *discards* the dynamic/height objects and their 3D positions. Finishing that rendering would give + every Proton gamer real spatial sound, and tunnelling the objects + positions to the client would let + punktfunk spatialize them *on the client* — head-tracked remote Atmos-style audio that no streaming + stack does today. - **Sub-frame pipelining.** Overlap encode and transmit within a single frame (a direct NVENC slice path) — the next big latency lever at high resolutions. - **True glass-to-glass latency** measured end to end (capture → on-screen present).