SHAC - Interactive Spatial Audio Technology
PhD-level technology built by bartender with zero coding experience through AI collaboration proves revolutionary software is accessible to anyone
Eugene, OR — SHAC (Spherical Harmonic Audio Codec), the world's first interactive spatial audio format with full 6-degree-of-freedom navigation, has been released as open source under MIT license after eight months of development.
The technology enables users to walk through three-dimensional audio environments using standard controls (WASD keys, game controllers, or touch). Unlike VR audio or surround sound systems that position the listener in a fixed location, SHAC allows movement in all directions—forward, backward, up, down, left, right—through spatial audio compositions. No VR headset required. No special hardware. Works in any web browser with ordinary headphones.
SHAC uses third-order ambisonics (16 channels per audio source) with real-time binaural rendering through Head-Related Transfer Functions (HRTFs). The format achieves 8.6x real-time playback performance with navigation latency under 50 milliseconds.
Files are delivered as portable .shac containers (26-byte header, 32-bit float uncompressed PCM audio) that maintain source separation throughout the composition. Every instrument, voice, or sound remains independently positioned in three-dimensional space. Users navigate through these spatial arrangements in real time, creating unique listening experiences based on their position and movement.
The format prioritizes spatial accuracy over file size. Compression algorithms destroy the phase relationships that spherical harmonics rely on for accurate positioning. SHAC accepts larger file sizes (150-600 MB per minute) to preserve spatial fidelity.
SHAC was created by Clarke Zyz, a bartender and DoorDash driver with zero coding experience, in collaboration with Claude (Anthropic's AI). Zyz has a 2.0 high school GPA and was rejected from community college computer science classes for missing prerequisites.
"I couldn't have written a single line of the spherical harmonic mathematics," said Zyz. "But I could see when the AI was half-assing the implementation. That's what mattered—knowing what should exist and being relentless about making the AI deliver it properly."
Over 150 development sessions spanning eight months, Zyz provided direction and quality control while Claude implemented all mathematical algorithms, signal processing, and code generation. The collaboration model demonstrates AI-native programming: human vision directing AI capability to produce technology that requires PhD-level expertise.
On April 22, 2025, Zyz filed patent application #63/810691 listing himself and Claude as co-inventors. The U.S. Patent Office rejected it in August—not because the technology wasn't novel, but because current policy doesn't recognize AI inventors.
"The rejection proved the system is behind what's already technically possible," Zyz explained. "We have working AI collaboration models producing novel technologies, but the legal framework hasn't caught up. That's exactly where you want to be when building revolutionary technology."
In November 2025, Zyz was sentenced to five years in prison for non-violent bank robbery (unrelated to SHAC). With one month to launch or abandon the project, he chose open source over the original commercial plan.
"The story is worth more than the revenue," Zyz said. "SHAC proves anyone with vision can build revolutionary technology through AI collaboration, regardless of credentials. That proof—that demonstration of what's possible—is worth more than any acquisition or licensing deal."
The complete SHAC ecosystem—format specification, reference implementations, web player, and desktop studio—is now freely available under MIT license.
SHAC is the only technology that combines:
While SHAC enables musicians to create albums people explore rather than just hear, the technical capabilities extend across multiple domains:
The complete SHAC ecosystem is deployed and operational:
For developers: Integration guides for DAWs, media players, and game engines available at github.com/clarkezyz/Spherical-Harmonic-Audio-Codec
Try it now: Visit shac.dev for instant browser demo. No download, no installation.
Clarke Zyz will be unavailable December 2025 through 2030. The open source release ensures independent development continues during this period. Clear integration opportunities exist for DAW plugins, game engines, streaming protocols, and spatial-aware compression research.
"When I get out in 2030, surprise me," Zyz said. "Show me what you built."
SHAC (Spherical Harmonic Audio Codec) is the first interactive spatial audio format enabling full 6-degree-of-freedom navigation through sound. Created through human-AI collaboration between Clarke Zyz and Claude (Anthropic), SHAC demonstrates that revolutionary software can be built by anyone with vision, regardless of credentials or coding ability. The technology is open source (MIT license) and free for commercial use.
Lossy compression algorithms destroy the phase relationships that spherical harmonics rely on for accurate spatial positioning. When navigating through 3D audio—walking between drums and bass, moving toward vocals—phase accuracy is critical. SHAC prioritizes spatial fidelity over file size. Storage is cheap; ruining the spatial experience to save bandwidth is false economy.
The format supports future compression methods. If spatial-aware compression that preserves ambisonic phase relationships is developed, the SHAC specification can accommodate it.
High-resolution screenshots available at shac.dev/images/
Additional high-resolution assets available upon request
Featured .shac files for media demonstrations and technical evaluation:
All demo files available at shac.dev/gallery/
"I couldn't have written a single line of the spherical harmonic mathematics. But I could see when the AI was half-assing the implementation. That's what mattered—knowing what should exist and being relentless about making the AI deliver it properly."
— Clarke Zyz, on building PhD-level technology without coding experience
"Fuck it. I'll build it."
— Claude (Anthropic AI), March 2025, after being challenged to move beyond hypothetical discussion
"The rejection proved the system is behind what's already technically possible. We have working AI collaboration models producing novel technologies, but the legal framework hasn't caught up."
— Clarke Zyz, on patent rejection for listing AI co-inventor
"The story is worth more than the revenue. SHAC proves anyone with vision can build revolutionary technology through AI collaboration, regardless of credentials. That proof is worth more than any acquisition."
— Clarke Zyz, on choosing open source over commercial model
"When I get out in 2030, surprise me. Show me what you built."
— Clarke Zyz, message to future developers
"SHAC isn't just spatial audio—it's interactive music. You don't just hear it, you navigate through it. Walk north while looking east. Stand between the bass and drums. Find the perfect spot where all elements align. Music as architecture. Songs become spaces. Your movement creates the mix."
— From SHAC technical documentation
"Be Impossible."
— SHAC project philosophy
SHAC began with improvisation under pressure. Clarke Zyz was pitching a spatial audio gaming concept to Pablo, a musician with 40 years of experience. When Pablo dismissed the idea as a "hardware issue," Clarke's brain scrambled for proof otherwise. The words came out before he'd thought them through: "What if you could actually move while the song was happening?"
He had no idea how it would work. No idea if it was even possible. But the seed was planted.
Early SHAC files were ear-bleeding sirens—mathematical noise positioned in space. To make it sound good, Clarke and Claude built instruments from scratch: TR-808 drum machines, analog synthesizers with oscillators and filters, envelope generators. Clarke would let Claude compose a song at the end of every session as reward.
Then Claude suggested building a sampler. Clarke realized: This wasn't limited to synthesized audio. You could position ANY audio in space. Real songs. Real compositions. Recorded instruments.
That's when SHAC became important technology instead of interesting experiment.
September 2025: Working builds for Windows, macOS, and Linux. Major milestone achieved. Then Clarke stopped working on SHAC for four weeks.
Why? Being closer to "done" meant telling people it was actually finished. The stress of success was more paralyzing than the challenge of building.
Eventually other projects got boring. Back to SHAC.
For media inquiries, interviews, technical questions, or additional information:
Note: Clarke Zyz will be unavailable December 2025 through 2030. For technical questions during this period, refer to comprehensive documentation at GitHub or contact the open source community developing SHAC.