Sample CodevisionOSReviewed 2026-07-21View on Apple Developer

Playing spatial audio

At a glance

Item Summary
Purpose Create and adjust spatial audio in visionOS with RealityKit.
App architecture EntryPoint composes WindowGroup around SpatialAudioView; the view owns RealityKit audio entities and playback controllers as local scene state.
Main patterns SwiftUI scene composition, SwiftUI–RealityKit bridge, Entity-scoped audio component
Project style Code-light sample with 4 scanned Swift file(s) and 250 Swift line(s); resources and generated assets are excluded from those counts.

Project structure

Source bundle/
└── SpatialAudio/
    ├── App/
    │   └── EntryPoint.swift  # EntryPoint
    ├── Views/
    │   ├── SpatialAudioView.swift  # SpatialAudioView
    │   └── DecibelSlider.swift  # DecibelSlider
    └── Visualizer/
        └── AxisVisualizer.swift  # AxisVisualizer

Structure observations

  • The runtime boundary is WindowGroup; the pruned tree lists only files that explain lifecycle, state, or framework integration.
  • App code is compact; any explicit model, provider, or entity owner is still shown below rather than collapsed into view-local state.

Overall architecture

Reference code

SpatialAudio/App/EntryPoint.swift:11 — the app or executable entry declares the outer scene lifecycle.

struct EntryPoint: App {
    var body: some Scene {
        WindowGroup {
            SpatialAudioView()
        }
    }
}

The diagram is a responsibility flow, not a claim that every adjacent node directly calls the next. It keeps scene ownership, shared state, RealityKit content, and framework-provider work at separate levels.

Ownership and state

Ownership evidence

SpatialAudio/Views/SpatialAudioView.swift:14 — representative stored state or the nearest verified lifecycle anchor.

    let entity = Entity()

    /// The gain value of the audio source.
    @State private var gain: Audio.Decibel = .zero

    /// The direct signal that emits from the audio source.
    @State private var directLevel: Audio.Decibel = .zero
Owner Object or state Relationship Mutation authority
SpatialAudioView Entity as entity creates and retains The owning type coordinates writes
SpatialAudioView Decibel as gain owns SwiftUI value state Only the declaring scope writes
SpatialAudioView Decibel as directLevel owns SwiftUI value state Only the declaring scope writes
SpatialAudioView Decibel as reverbLevel owns SwiftUI value state Only the declaring scope writes

Ownership here is deliberately narrow: @Environment and weak references are shared links, initialized @State or stored services are lifecycle ownership, and a RealityView content closure owns additions to its entity graph without making the SwiftUI view a reference-type owner.

Class and protocol design

Type Responsibility Depends on or conforms to
EntryPoint (SpatialAudio/App/EntryPoint.swift:11) Declares app scenes and top-level dependency lifetime. App
SpatialAudioView (SpatialAudio/Views/SpatialAudioView.swift:12) Presents UI and forwards gestures or lifecycle events. View

The source defines no local substitution protocol in the reviewed boundary. Its protocol use is framework-facing (App, View, RealityKit/ARKit protocols, or platform adapters), so this document does not label the whole app protocol-oriented.

Access control

Symbol Access Verified effect Likely rationale
@State private var gain: Audio.Decibel = .zero (SpatialAudio/Views/SpatialAudioView.swift:17) private Use is restricted to the declaration and same-file extensions permitted by Swift. Inference: Hide implementation details and lifecycle-sensitive state.

No reviewed declaration uses fileprivate, private(set), public, open; unmodified Swift declarations are internal.

Reference code

SpatialAudio/Views/SpatialAudioView.swift:17 — representative visibility boundary.

struct SpatialAudioView: View {
    // ...
    @State private var gain: Audio.Decibel = .zero
    // ...
}

Logic ownership and placement

Logic Owning type or file Placement rationale
Scene declaration and dependency lifetime EntryPoint The App/entry boundary determines window, volume, and immersive-space lifetime.
Presentation, attachments, and gestures SpatialAudioView SwiftUI view code forwards user intent and RealityView lifecycle events.

Design patterns

Pattern Source evidence Purpose or tradeoff
SwiftUI scene composition SpatialAudio/App/EntryPoint.swift:11 Keeps windows, volumes, and immersive-space lifecycle visible at the app boundary.
SwiftUI–RealityKit bridge SpatialAudio/Views/SpatialAudioView.swift:42 Builds and updates a RealityKit entity graph from SwiftUI lifecycle closures.
Entity-scoped audio component SpatialAudio/Views/SpatialAudioView.swift:66 Attaches directivity and gain to the emitting entity while a playback controller owns the looping resource.

Naming conventions

  • Role suffixes are evidence, not decoration: View: SpatialAudioView.
  • Protocols: no app-defined protocol in the reviewed source.
  • Commands use verb-led methods: make.
  • Files generally match their primary type; Views, Models, Managers, Providers, Components, Systems, and Packages folders describe architectural roles where present.

Architecture takeaways

  • Treat EntryPoint as the owner of scene declarations, not as the owner of every RealityKit entity created later.
  • Keep view-local interaction in SwiftUI, but move provider sessions, playback resources, shared game state, or transport state into a stable owner when their lifetime exceeds one render pass.
  • The compact source does not justify adding repository, coordinator, or protocol layers beyond the model, provider, or view boundary the sample actually declares.

Source map

Source file Relevant symbols
SpatialAudio/App/EntryPoint.swift:11 EntryPoint
SpatialAudio/Views/SpatialAudioView.swift:12 SpatialAudioView
SpatialAudio/Views/DecibelSlider.swift:11 DecibelSlider
SpatialAudio/Visualizer/AxisVisualizer.swift:11 AxisVisualizer