From 9b840151e41ac686b817efd321e5d2873e46fb46 Mon Sep 17 00:00:00 2001 From: enricobuehler Date: Mon, 22 Jun 2026 15:24:12 +0000 Subject: [PATCH] docs(roadmap): add surround & spatial (object) audio plan Near-term 7.1 channel bed; moonshot object-based spatial audio via Wine/Proton (where dynamic objects are currently discarded) with client-side head-tracked spatialization. Co-Authored-By: Claude Opus 4.8 (1M context) --- docs-site/content/docs/roadmap.md | 10 ++++++++++ 1 file changed, 10 insertions(+) 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).