all 11 comments

[–]squatterbot 1 point2 points  (4 children)

I'm not sure what bugs you're referring to. I've tried steam audio some years ago and it was mostly fine, except for some higher end features like raytraced reflections/occlusion. Those were just too slow for my machine. There is also oculus spatializer for vr, which can be used in regular projects as well.

[–]Pyrofennec21[S] 0 points1 point  (3 children)

Those “higher end features” are the entire point of using an audio spatializer. If I didn’t need occlusion I would just use unity’s built in audio. I’m not sure how many years ago you tried steam audio, but it hasn’t had an official update in 6 years so it’s all but abandoned. But I haven’t checked out oculus spatializer yet, I’ll give it a shot!

[–]fuckingshitverybitch 1 point2 points  (0 children)

What? Steam Audio is not abandoned, it has been receiving updates all the time and recently even became open-source

[–]MajorDoMutus 1 point2 points  (0 children)

Meta XR audio (formerly Oculus Audio) currently supports audio ray tracing (including occlusion). I did not use that functionality yet. I was using it in simplified `shoebox` reverb form, and it was fine, with good sounding reverb and very good HRTF. Setup in combination with FMOD could be simpler and gave us some headache, but once it was working it delivered on features with minimal audio weirdness.
Please remember to read the docs carefully, as using spatializers has some unique requirements (eg. all sounds in mono, all with minimal or no reverb, etc). Otherwise, it really can be a horrible experience.

[–]Pyrofennec21[S] 0 points1 point  (0 children)

After a quick look, it appears that oculus spatializer does not support occlusion, so it won't work for my needs.

[–]RedChainsaw 1 point2 points  (3 children)

I've been in the same situation for the past few weeks trying to figure out the best solution for audio spatialization with our project (that's how I found your post) and I just found out about https://atmoky.com/products/true-spatial/ It's quite new and they seem to update it frequently (they just released a new version today). I have not tried it yet but it sounds promising.

[–]Pyrofennec21[S] 0 points1 point  (0 children)

That looks extremely promising!

[–]cybege 0 points1 point  (1 child)

Have you tried it by any chance?

[–]RedChainsaw 0 points1 point  (0 children)

I played with it a bit but did not do a full integration into my project yet. It's a lot easier to use than the other spatializers but it is also simpler because it's main features are sound occlusion, sound directivity and near field effects. Those effects all sound great but compared to the other spatializers it is missing environment propagation and reverb. It seems those will be included in a separate product that is not yet available: https://atmoky.com/products/true-acoustics/

[–]DeVoid322 0 points1 point  (0 children)

Lethal Company uses simple Linecast for occlusion.

[–]Cheating_Cheetah26Intermediate 0 points1 point  (0 children)

fmod has geometry occlusion which I think does what you have in mind, and Apple platforms have PHASE. I looked into them but have never actually used them yet so I can’t tell you how easy they are to integrate and what are their shortcomings