- Specifically built with VR in mind
- Baked Audio
- “Render physics-based audio into first or higher order Ambisonics. Spatialize Ambisonics audio using HRTF.”
- Unity SDK and C API: https://github.com/ValveSoftware/steam-audio/releases/tag/v2.0-beta.1
- Support for UE4, FMOD, and WWISE planned
Low-latency 3D audio for hundreds of sources, even on mobile. Experience physics-based sound propagation on a wide range of hardware.
Pretty excited about this. Audio requires a lot (A LOT) of time and effort when making any kind of application, but in VR it takes on a whole new level of importance and consideration, where you’ve moved from reality approximation to reality synthesis. Making things like physics based reverb and occlusion a drop-in endevor is going to seriously speed up development and increase title quality, especially for single player narrative experiences. Baked audio is pretty intruiging as well.
Those of us who have participated in the recent stress tests have experienced first hand how quickly audio from multiple sources in a 3D environment eats up your bandwidth and processing budget, which compounds significantly when you add An Internet™ in the middle. Steam Audio is promising low latency for hundreds, even “thousands” of sources. I’d love to see this thing run through it’s paces and see what kind of performance comparison metrics it gets against other popular audio solutions.