Steam Audio in Unity: Four simple tests (HRTF, Reflections, Occlusion, & Sound Propagation)

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Use headphones only with any virtual surround like Windows Sonic turned off.

These are the results of the first four real tests I've undertaken in Unity with Steam Audio. It was vital to use real player input for these tests, to which I thank Aedan Graves for the First-Person All-in-One controller asset. So far, I'm not entirely impressed with Steam Audio. While I did use Raycast instead of Partial, the reflections were rather unconvincing compared to Aureal A3D (https://archive.org/details/aureal_a3d_demo/DE_05AHP.MOV) and so were the occlusions. I can't seem to figure out the occlusion at all, as the effect is way too strong even with the thinnest possible geometry. I will have to keep working on this to get the intended results.

I can only hope Valve works out console and Wwise compatiblity so we can hear games with this level of technology on the PS5.


Credits:
https://valvesoftware.github.io/steam-audio/downloads.html
https://freesound.org/people/metaepitome/sounds/164911/
https://assetstore.unity.com/packages/tools/input-management/first-person-all-in-one-135316

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Tags:
Unity
Steam Audio
Valve
Steam Audio HRTF
Steam Audio Raytracing
Steam Audio Raycasting
Steam Audio Reflections
Steam Audio Occlusion
Sound Design
Game Audio
Game Development
HRTF
3D Sound
3D Audio
3D Headphone Sound
True 3D sound for Headphones
Spatial Sound
Spatial Audio
Spatialized Audio
Spatialized Sound
Spatialization
Binaural
Binaural Audio
Audio Illusion
Headphone Virtualization
Virtual Surround
I Drink Lava