This sounds really cool, although I have no idea how it works (does it involve 3d geometry? pbr textures or something?). Two questions I had: Does steam audio require integration with the steam client? Are there additional licenses?
> Does steam audio require integration with the steam client?
No, Steam Audio is a standalone library and does not require integration with the Steam client.
> Are there additional licenses?
Steam Audio is released under the Apache 2.0 license, which is permissive and allows for both open-source and commercial use.
As for how it works: some effects, like ambisonics or HRTF-based spatialization, don’t require 3D geometry and work purely based on the direction and distance of sound sources relative to the listener.
Other effects, like occlusion, reflections, and reverb, rely on a scene description (the 3D geometry and material properties of objects in the environment). For example, sound waves can reflect off walls or be absorbed by soft materials.
Simulating these effects in real-time can be computationally expensive, especially for complex scenes. To optimize performance, effects like reflections can be pre-baked using probes placed throughout the scene.
Thank you! I’m excited to see how Rust evolves in the game dev scene in the coming years. While I think the ecosystem isn’t quite mature enough yet for widespread adoption by larger studios, it’s growing rapidly, and I believe Rust offers some really interesting advantages that make it a strong contender for the future of game dev. Let me know if you ever build something cool in this space!
No, Steam Audio is a standalone library and does not require integration with the Steam client.
> Are there additional licenses?
Steam Audio is released under the Apache 2.0 license, which is permissive and allows for both open-source and commercial use.
As for how it works: some effects, like ambisonics or HRTF-based spatialization, don’t require 3D geometry and work purely based on the direction and distance of sound sources relative to the listener.
Other effects, like occlusion, reflections, and reverb, rely on a scene description (the 3D geometry and material properties of objects in the environment). For example, sound waves can reflect off walls or be absorbed by soft materials.
Simulating these effects in real-time can be computationally expensive, especially for complex scenes. To optimize performance, effects like reflections can be pre-baked using probes placed throughout the scene.
Looks like it uses emitter positions and a virtual head. It also has the ability to utilize untextured scene geometry.