# SoundSpaces: Audio-Visual Navigation in 3D Environments

arXiv: https://arxiv.org/abs/1912.11474 · HTML: https://mlsanity.com/paper/1912.11474/

## Key facts

- Cited by 10 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 24 Dec 2019.

## Built on by (most cited first, 10 of 10)

- [Ego4D: Around the World in 3,000 Hours of Egocentric Video](https://mlsanity.com/paper/2110.07058/) (2021)
- [A Survey of Embodied AI: From Simulators to Research Tasks](https://mlsanity.com/paper/2103.04918/) (2021)
- [Vision-Language Navigation: A Survey and Taxonomy](https://mlsanity.com/paper/2108.11544/) (2021)
- [Language-Guided Audio-Visual Source Separation via Trimodal Consistency](https://mlsanity.com/paper/2303.16342/) (2023)
- [Touch-based Curiosity for Sparse-Reward Tasks](https://mlsanity.com/paper/2104.00442/) (2021)
- [Beyond Visual Field of View: Perceiving 3D Environment with Echoes and Vision](https://mlsanity.com/paper/2207.01136/) (2022)
- [How Would It Sound? Material-Controlled Multimodal Acoustic Profile Generation for Indoor Scenes](https://mlsanity.com/paper/2508.02905/) (2025)
- [Self-Supervised Domain Adaptation for Visual Navigation with Global Map Consistency](https://mlsanity.com/paper/2110.07184/) (2021)
- [Multi-LLM QA with Embodied Exploration](https://mlsanity.com/paper/2406.10918/) (2024)
- [Do World Models Make Better Robots? A Survey of Evaluation Benchmarks for Predictive Embodied Intelligence](https://mlsanity.com/paper/2609.29669/) (2026)

## Abstract (arXiv)

Moving around in the world is naturally a multisensory experience, but today's embodied agents are deaf---restricted to solely their visual perception of the environment. We introduce audio-visual navigation for complex, acoustically and visually realistic 3D environments. By both seeing and hearing, the agent must learn to navigate to a sounding object. We propose a multi-modal deep reinforcement learning approach to train navigation policies end-to-end from a stream of egocentric audio-visual observations, allowing the agent to (1) discover elements of the geometry of the physical space indicated by the reverberating audio and (2) detect and follow sound-emitting targets. We further introduce SoundSpaces: a first-of-its-kind dataset of audio renderings based on geometrical acoustic simulations for two sets of publicly available 3D environments (Matterport3D and Replica), and we instrument Habitat to support the new sensor, making it possible to insert arbitrary sound sources in an array of real-world scanned environments. Our results show that audio greatly benefits embodied visual navigation in 3D spaces, and our work lays groundwork for new research in embodied AI with audio-visual perception.
