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I think they're more so talking about measuring attenuation that apple applies for the "spatial audio" effect (after apple does all of the fancy IMU tracking fo
by graypegg 1y ago
I think they're more so talking about measuring attenuation that apple applies for the "spatial audio" effect (after apple does all of the fancy IMU tracking for you), by using a known amplitude of signal in, and the ability to programmatically monitor the signal out after the effect, you can reverse engineer a crude estimated angle out of the delta between the two.
I don't think that's how this app works though, after installing it I got a permission prompt for motion tracking.
Looks like there is an API for this. Here's an example: https://github.com/tukuyo/AirPodsPro-Motion-Sampler/blob/8acf6198580690da5339d520ff4e2a0dbe7f8741/AirPodsProMotion/SK3DViewController.swift#L15C15-L15C39 https://github.com/tukuyo/AirPodsPro-Motion-Sampler/blob/8ac...
- anileated 1y agoYup. Since the author of the app mentioned reverse engineering, analyzing audio is a way that immediately came to mind. It should be quite precise, too, only at the expense of extra CPU cycles. I did not imply that there is no API to get head tracking data (even though Google search overview straight up says that). It’s mostly a thought experiment. Kudos for digging up CMHeadphoneMotionManager.