[HN Gopher] I built and launched the first AirPods-Controlled Game
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       I built and launched the first AirPods-Controlled Game
        
       Author : tanis46
       Score  : 200 points
       Date   : 2025-09-24 16:09 UTC (4 days ago)
        
 (HTM) web link (apps.apple.com)
 (TXT) w3m dump (apps.apple.com)
        
       | tanis46 wrote:
       | A few weeks ago, while listening to music and developing an app
       | with my AirPods, I noticed their spatial audio feature. I thought
       | about what else could be done with reverse engineering, including
       | the possibility of using AirPods as a motion controller. I built
       | the world's first AirPods-controlled game, which uses a motor
       | driven by head movements. In fact, it's not just AirPods, it's a
       | game that uses a headset as a motion controller. And today, it
       | was approved on the App Store. Who knows, maybe AirPods Arcade
       | has even started? :)
        
         | nxpnsv wrote:
         | Fun idea!
        
         | krackers wrote:
         | This is an amazing idea! Even more surprising is the fact that
         | apple approved it, usually they're not a fan of features being
         | abused in ways they weren't intended for...
        
           | jkestner wrote:
           | We made a cooking thermometer that plugged into the iPhone's
           | headphone jack before Bluetooth LE took off. Did not run into
           | trouble with the app review team.
        
         | liqilin1567 wrote:
         | Very curious how you get the motion data from AirPods.I read
         | the app description and noticed that no modification to AirPods
         | is needed
        
           | argsnd wrote:
           | Apple has public developer-accessible Core Motion APIs for
           | this
           | 
           | https://developer.apple.com/documentation/coremotion/cmheadp.
           | ..
        
       | whirlwin wrote:
       | Can one also use AirPods for e.g. Google Maps navigation?
        
         | miki123211 wrote:
         | Theoretically yes. There are apps for the blind that do
         | this[1]; you set a "beacon" at the location you want to
         | navigate to, and the apps use head tracking and 3d (HRTF) audio
         | to show you which direction the beacon is in.
         | 
         | Most of these are based on Microsoft's discontinued Soundscape
         | app[2], which MS open sourced after its discontinuation.
         | 
         | [1] https://apps.apple.com/us/app/voicevista/id6450388413 [2]
         | https://github.com/microsoft/soundscape
        
       | quitit wrote:
       | I love this! It's so reminiscent of the way we all would swerve
       | our bodies when playing these types of games as a kid.
       | 
       | (Flying would be amazing.)
        
       | QRe wrote:
       | First off, kudos and congrats on the launch, seems like a fun
       | idea! I am curious, as you mentioned reverse engineering. How
       | difficult was it to retrieve the raw gyroscope data from the
       | AirPods - AFAIK there is no API to access this information,
       | right?
        
         | anileated wrote:
         | Put a sine wave emitter (or multiple) on the scene. Enable head
         | tracking. Analyze stereo sound at the output. Mute output.
         | There you go: you now can track user's head without direct
         | access to gyroscope data.
        
           | echoangle wrote:
           | Is it possible for an app to access the actual output played
           | by the AirPods after 3D audio is applied?
        
           | fiq100 wrote:
           | Apple does not secretly analyze sine waves to infer head
           | motion. Instead, airpods pro/max/gen-3 include actual IMUs
           | (inertial measurement units), and ios exposes their readings
           | through core motion.
           | 
           | It's a known research technique called acoustic motion
           | tracking (some labs use inaudible chirps to locate phones or
           | headsets) you mentioned, but it's not how airpods head
           | tracking works
        
             | graypegg wrote:
             | 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/8ac...
        
         | quitit wrote:
         | If you're looking to develop based on raw or processed
         | gyroscope data then Core Motion is helpful
         | 
         | https://developer.apple.com/documentation/coremotion
         | 
         | "For example, a game might use accelerometer and gyroscope
         | input to control onscreen game behavior."
         | 
         | The part specifically about obtaining headphone orientation is
         | here (added in 2023):
         | 
         | https://developer.apple.com/documentation/coremotion/cmheadp...
        
       | stevage wrote:
       | Amazing that it has taken this long for someone to do this.
        
       | legostormtroopr wrote:
       | This is so dumb - I love it. So much of modern computing is
       | monetised and sanitised.
       | 
       | It's so cool to see an interesting toy-like tech demo that does
       | something new and different.
        
       | sgt wrote:
       | Love it - quite a unique idea!
       | 
       | Can I ask about the tech stack - what did you use to build it.
       | Just plain Swift and SceneKit? I did notice the app download is
       | over 100MB, which seems a bit excessive for the game play.
        
       | JFuzz wrote:
       | I see that global leaderboard... over 6000 This is great! Gives
       | me old school arcade vibes and obviously need for speed.
        
       | danielfalbo wrote:
       | This is amazing! I'm about to waste my entire afternoon playing
       | this. Feature request: nod to restart
        
       | danielfalbo wrote:
       | Reminds me of when the first iPhones came out and developers were
       | very creative for the time with the available features:
       | flashlight app, bubble level app, asphalt 4
        
       | freequest wrote:
       | This is the kind of creative out of the box thinking, official
       | technology is lacking right now. Many times we don't need new
       | technologies, what we need are new ways to use what we have right
       | now.
       | 
       | Thanks for your effort.
        
       | Hnrobert42 wrote:
       | Fantastic! It makes me a bit carsick. TBF, I am ~getting~ old.
        
         | Hnrobert42 wrote:
         | Also, I am often rear ending red cars. It dawned on me it's
         | probably because I'm red-green colorblind and I can hardly see
         | them on the horizon.
        
       | parsimo2010 wrote:
       | I don't have the latest AirPods so I haven't downloaded it, but
       | I'll put in a feature request to enable the iPhone to be used as
       | a tilt controller. It doesn't have to change the marketing that
       | AirPods are the intended controller.
       | 
       | But even though I can't play it, great job on doing something new
       | and creative.
        
       | zooweemama wrote:
       | Really cool! Small complaint, the "near miss" text obstructs the
       | view at least when playing in landscape. But great idea and
       | execution!
        
       | beng-nl wrote:
       | Great gameplay, well done. It is correctly telling me I should
       | not ride a motorcycle ;-)
        
       | random_duck wrote:
       | What a cool project! I wish I was the one too have thought of
       | this. :)
        
       | AfterHIA wrote:
       | This reminds me of that ripe beautiful period after the iPhone
       | was released when the all the apps were these weird idiosyncratic
       | almost, "game like" offerings that weren't tied to platforms that
       | either just brought amusement to a user or solved a simple
       | problem. They were often free or cost .99 cents to 1.99$ and
       | there were no subscriptions.
       | 
       | At any rate you earned your upvotes today tanis. Keep at her!
        
         | wellthisisgreat wrote:
         | Yeah it was really a magical moment. I think the recipe for
         | such moments is:
         | 
         | 1. one piece of technology fairly widely accessible at once
         | 
         | 2. Technology MUST be physical (device etc.)
         | 
         | GenAI is certainly having its incredible moment now, but
         | without a physical layer to connect people through it doesn't
         | have that same edge.
         | 
         | Compare with something as niche as Kinect - for the engineering
         | crowd, at least in my experience, the excitement around it was
         | maybe less intense (no promise of money), but more crystalline
        
       | anonbuddy wrote:
       | so it can read left and right motion, can it do other directions
       | as well?
        
       | wslh wrote:
       | Since I don't have AirPods I found this funny video using the
       | game: <https://youtu.be/sr-dsSWsMfE?si=9UlqjNw8_HJhtZ04>
        
       | _petronius wrote:
       | On my iPhone 16 Pro + Airpods Pro, when I start the game (tapping
       | on the screen when it says "Tap to start") I get a message saying
       | "Airpods Disconnected", even though the Control Center on the
       | phone reports them as connected).
       | 
       | Tried restarting the app, and disconnecting and reconnecting the
       | Airpods with no luck.
       | 
       | Love the concept, though!
        
       | appreciatorBus wrote:
       | Neat concept, tho tbh after about 2 minutes of playing I could
       | tell it would lead to neck pain, so it was an instant delete for
       | me.
       | 
       | Something that required slower reaction time might be more
       | appropriate than a racing game.
        
       | ok_dad wrote:
       | Okay so there is something called TrackIR and it has an open
       | source implementation called OpenTrack. It's used for simulators
       | like flight or driving sims.
       | 
       | I've seen iPhone apps that use a neural net to determine the
       | direction your head is facing using the camera. I think it
       | networks with OpenTrack somehow, but I'm not sure about the
       | details.
       | 
       | I wonder if you could use the AirPods to track your head and also
       | direct audio from the PC through them with some networking!
       | 
       | I don't know how to do Apple development but this world be a very
       | cool application.
        
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       (page generated 2025-09-28 23:01 UTC)