Steam Audio in Unity: Four simple tests (HRTF, Reflections, Occlusion, & Sound Propagation)
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
#3dsound #spatialaudio #binaural #3daudio #360audio #8daudio #hrtf #headphones #audiophile #gameaudio #mod #unity #steamaudio #valve #sounddesign #indiegaming #raytracing #gamedev
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