Question would be: why?
HiFi already has audio attuniation, hrtf, ambisonics and “physics simulation” (just ability to manipulate audio streams, not true physics) stuff baked into the audio mixer way before steam rolled it out their audio solution.
Considering we have had tests accompanying 120+ users and audio still working at a nice quality speaks volumes about it being low bandwidth.
Not sure if HiFi is willing to put more time refactoring it to get steam audio integrated instead since they got it pretty well down already, what exactly does steam audio bring to the table that HiFi doesn’t already have, aside from raytraced audio? They already have much at hand getting the graphics engine uptopar with game engines.
If someone is willing to do it, they will have a bitch if a time to refactoring the audio mixer to work on the way the sdk requires: HiFi audio mixer streams audio independent per client from the server not per audio source. so audio sources get mixed in and not just played back as a file by the client. This allows you to even play back local files to others, among compressing all audio to a really low bandwidth.
So in the end the only audio streamed to the user is a single audio stream. Downside is that to allow for raytraced simulation you’d need to split up either audio streams to be per source or simulate the environment on the server side or migrate all audio playback to be local.
That’s a lot of work to just get steam works audio it is not a drop and go solution.
So: What does it really bring to the table and how would it better?