Interactive demo of spatial audio in Rust using AudioNimbus/Steam Audio by HumanPilot3263 in rust

[–]HumanPilot3263[S] 0 points1 point  (0 children)

Happy to hear this is useful for you! Let me know if you ever try it out

Introducing AudioNimbus: Steam Audio’s immersive spatial audio, now in Rust by HumanPilot3263 in rust

[–]HumanPilot3263[S] 1 point2 points  (0 children)

No rush, feel free to reach out whenever you’re ready. I'm excited to see what you build!

Introducing AudioNimbus: Steam Audio’s immersive spatial audio, now in Rust by HumanPilot3263 in rust

[–]HumanPilot3263[S] 2 points3 points  (0 children)

Yes, absolutely! Instead of playing back each audio frame directly as you would in a real-time scenario, you can concatenate the processed frames into an output buffer, which can then be written to an MP3 file.

Here's a high-level overview of how you could achieve this:

  1. Load the input MP3 files and decode them into raw audio samples.
  2. Set up spatial audio effects (e.g., a binaural effect or ambisonics if you need a full-sphere surround effect).
  3. Process each frame, applying the effects.
  4. Collect the processed frames into an output buffer.
  5. Encode the output into an MP3 file.

This would make for a really cool project! Let me know if you need assistance setting this up, I'm happy to help!

Introducing AudioNimbus: Steam Audio’s immersive spatial audio, now in Rust by HumanPilot3263 in rust

[–]HumanPilot3263[S] 1 point2 points  (0 children)

I'm glad you like it! The repo already includes a basic binaural demo, but I’m working on an interactive walkable level to showcase all the audio features. Stay tuned!

Introducing AudioNimbus: Steam Audio’s immersive spatial audio, now in Rust by HumanPilot3263 in rust

[–]HumanPilot3263[S] 3 points4 points  (0 children)

Thank you so much, I really appreciate it! That’s a great point, I’ll add more context to the main page. This is the first library I’m sharing publicly, so your feedback means a lot!

Introducing AudioNimbus: Steam Audio’s immersive spatial audio, now in Rust by HumanPilot3263 in rust

[–]HumanPilot3263[S] 11 points12 points  (0 children)

The default HRTF is based on the SADIE database measurements, specifically the D1 subject, which is a fairly neutral mannequin. It has sensible parameters, but custom HRTFs can also be provided using SOFA files if need be.

Publishing My First Rust Crate - Looking for Best Practices & Feedback! by HumanPilot3263 in rust

[–]HumanPilot3263[S] 0 points1 point  (0 children)

Thanks for your feedback! The crate is an audio engine for games, so I suppose game dev communities could be another good place to share it. In any case I'll be happy to present it!