# DynFOA: Generating First-Order Ambisonics with Conditional Diffusion for Dynamic and Acoustically Complex 360-Degree Videos

arXiv: https://arxiv.org/abs/2602.06846 · HTML: https://mlsanity.com/paper/2602.06846/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Placed in Audio, speech and music, one of 14 directions in Diffusion models.
- Builds on 46 of its 113 references that are in the map.
- First posted on arXiv 6 Feb 2026.

## Placed in

- Diffusion models / [Audio, speech and music](https://mlsanity.com/diffusion/audio-speech-and-music/)

## Builds on (most cited first, 30 of 46)

- [Denoising Diffusion Probabilistic Models](https://mlsanity.com/paper/2006.11239/) (2020)
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- [Score-Based Generative Modeling through Stochastic Differential Equations](https://mlsanity.com/paper/2011.13456/) (2020)
- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [SGDR: Stochastic Gradient Descent with Warm Restarts](https://mlsanity.com/paper/1608.03983/) (2016)
- [DiffWave: A Versatile Diffusion Model for Audio Synthesis](https://mlsanity.com/paper/2009.09761/) (2020)
- [Mixed Precision Training](https://mlsanity.com/paper/1710.03740/) (2017)
- [DPM-Solver++: Fast Solver for Guided Sampling of Diffusion Probabilistic Models](https://mlsanity.com/paper/2211.01095/) (2022)
- [High Fidelity Neural Audio Compression](https://mlsanity.com/paper/2210.13438/) (2022)
- [VGGSound: A Large-scale Audio-Visual Dataset](https://mlsanity.com/paper/2004.14368/) (2020)
- [WaveGrad: Estimating Gradients for Waveform Generation](https://mlsanity.com/paper/2009.00713/) (2020)
- [AudioLDM: Text-to-Audio Generation with Latent Diffusion Models](https://mlsanity.com/paper/2301.12503/) (2023)
- [Simple and Controllable Music Generation](https://mlsanity.com/paper/2306.05284/) (2023)
- [Long-term Recurrent Convolutional Networks for Visual Recognition and Description](https://mlsanity.com/paper/1411.4389/) (2014)
- [AudioLDM 2: Learning Holistic Audio Generation with Self-supervised Pretraining](https://mlsanity.com/paper/2308.05734/) (2023)
- [Parallel WaveGAN: A fast waveform generation model based on generative adversarial networks with multi-resolution spectrogram](https://mlsanity.com/paper/1910.11480/) (2019)
- [AudioGen: Textually Guided Audio Generation](https://mlsanity.com/paper/2209.15352/) (2022)
- [The Sound of Pixels](https://mlsanity.com/paper/1804.03160/) (2018)
- [Learning to Localize Sound Source in Visual Scenes](https://mlsanity.com/paper/1803.03849/) (2018)
- [Looking to Listen at the Cocktail Party: A Speaker-Independent Audio-Visual Model for Speech Separation](https://mlsanity.com/paper/1804.03619/) (2018)
- [MMAudio: Taming Multimodal Joint Training for High-Quality Video-to-Audio Synthesis](https://mlsanity.com/paper/2412.15322/) (2024)
- [SoundStorm: Efficient Parallel Audio Generation](https://mlsanity.com/paper/2305.09636/) (2023)
- [Learning Representations from Audio-Visual Spatial Alignment](https://mlsanity.com/paper/2011.01819/) (2020)
- [SoundSpaces 2.0: A Simulation Platform for Visual-Acoustic Learning](https://mlsanity.com/paper/2206.08312/) (2022)
- [Self-Supervised Generation of Spatial Audio for 360 Video](https://mlsanity.com/paper/1809.02587/) (2018)
- [A Closer Look at Weakly-Supervised Audio-Visual Source Localization](https://mlsanity.com/paper/2209.09634/) (2022)
- [Audio-Visual Grouping Network for Sound Localization from Mixtures](https://mlsanity.com/paper/2303.17056/) (2023)
- [Visually Informed Binaural Audio Generation without Binaural Audios](https://mlsanity.com/paper/2104.06162/) (2021)
- [Open-World Instance Segmentation: Exploiting Pseudo Ground Truth From Learned Pairwise Affinity](https://mlsanity.com/paper/2204.06107/) (2022)
- [Beyond Mono to Binaural: Generating Binaural Audio from Mono Audio with Depth and Cross Modal Attention](https://mlsanity.com/paper/2111.08046/) (2021)

## Abstract (arXiv)

Spatial audio is crucial for immersive 360-degree video experiences, yet most 360-degree videos lack it due to the difficulty of capturing spatial audio during recording. Automatically generating spatial audio such as first-order ambisonics (FOA) from video therefore remains an important but challenging problem. In complex scenes, sound perception depends not only on sound source locations but also on scene geometry, materials, and dynamic interactions with the environment. However, existing approaches only rely on visual cues and fail to model dynamic sources and acoustic effects such as occlusion, reflections, and reverberation. To address these challenges, we propose DynFOA, a generative framework that synthesizes FOA from 360-degree videos by integrating dynamic scene reconstruction with conditional diffusion modeling. DynFOA analyzes the input video to detect and localize dynamic sound sources, estimate depth and semantics, and reconstruct scene geometry and materials using 3D Gaussian Splatting (3DGS). The reconstructed scene representation provides physically grounded features that capture acoustic interactions between sources, environment, and listener viewpoint. Conditioned on these features, a diffusion model generates spatial audio consistent with the scene dynamics and acoustic context. We introduce M2G-360, a dataset of 600 real-world clips divided into MoveSources, Multi-Source, and Geometry subsets for evaluating robustness under diverse conditions. Experiments show that DynFOA consistently outperforms existing methods in spatial accuracy, acoustic fidelity, distribution matching, and perceived immersive experience.
