Valve Makes All Steam Audio SDK Source Code Available Under Apache 2.0 License
phoronix.com
phoronix.com
https://github.com/ValveSoftware/steam-audio/commit/b86a4284...
Still no consoles or Wwise out of the box, but I suppose developers now have the option to do that plumbing themselves if they think it's worth it.
I would guess that for a lot of people, PC is read as "Windows". Probably in part due to the marketing campaigns of the mid-2000s that would compare "PC vs Mac" which is of course dumb but even in reading that myself, my brain swapped out PC for Windows
Does leave Mac out a bit. Such that I think you have a point. Not sure how much the market for this software makes that distinction, though.
Ever since I first read about steam audio, I've wondered if it would be possible to use the sound propagation to determine if a npc has heard a sound. There are probably better ways to do this. And not always the most realistic approach is the best approach.
But I've always found that some games are very inconsistent about how npcs hear you. Sometimes you are in a closed room and make very little sound, and they hear you from outside, other times you are in an open place and they don't hear anything. It seems like some games only check the distance to sound origin, without taking occlusion/attenuation into consideration.
And stealth games especially will probably rely a lot on shadows and other visual things, which make rendering more expensive.
- Thief Gold, sound was important, each surface would make a certain amount of noise, and you could damp the noise by covering the ground in moss, or reduce it by walking slower.
- Splinter Cell Chaos Theory: which had a sound-meter with 2 indicators, one for the noise you are making and the background noise. I specially like this system because of how it allows you to make much more well-informed decisions.
- Sniper Elite: you can cover the sound of your rifle with loud background noise in some maps, they are regular, and they have cue moments before the loudest part.
Since they have a full sound engine built-in as well, I suspect they deal with attenuation, et al correctly.
You could also render the player sound separately from environmental sounds. So the NPC only hears the player if their sound exceeds the environmental noise.
You could get real fancy and do some directional processing on the NPC so they’ll go in the apparent direction.
It’s probably overkill though. You could probably do a much cheaper approximation and it would feel about the same to the player. It would be fun to test it out and see though!
One total hack I would imagine would work alright is to render the scene twice, once displayed to the player and the other where the only light sources are the player's sound and walls/windows/etc just have some opacity changed. If the light around the enemy is above a threshold the player is detected. You wouldn't need to render the whole scene, just the area immediately around the player, and avoid doing it if there are no enemies.
Another hack that would be more involved would be to compute a kind of graph for the whole level and when a player makes noise, you propagate it through the graph using precomputed weights. You'd have to handcraft a graph for every level. But I could imagine this getting the best results in terms of performance and gameplay, since you could tune it per scene.
https://valvesoftware.github.io/steam-audio/
First, one of the little screenshots references Sansar, so it must be good!
Second, I sense that whatever software is responsible for the screenshot in the background would flunk an Old Man Murray Start to Crate test:
(Erik left and returned, Chet has a YouTube channel now.)
It’s quite nice to got quasi-surround from a 5/7.1 source with just some headphones and HRTF magic, and its one of the biggest things I miss with gaming on Linux.
But almost nobody builds their audio engine - to the point that basically there's no good open source audio engine in existence. I wonder why is that - while the requisite knowledge is not as readily available as it is for graphics, and this might be hubris speaking, but it can't be that much more difficult.
Any time you hear dynamically mixed music in a game, for example, that was probably arranged using Fmod or Wwise.
It's basically a whole DAW specialized for games: https://www.youtube.com/watch?v=7A1HMOsD2eU
It's way too early to say the Vision Pro is a flop. Remember, the first Apple Watch received mixed reviews. Yet, after several updates and feature additions, it became one of the most, if not the most, popular wearables.
History often repeats itself with Apple products initially deemed failures. To illustrate, consider the initial reception of the iPod, as discussed in this link:
https://forums.macrumors.com/threads/apples-new-thing-ipod.5...
One more thing, Valve hasn't exited the hardware market. The Steam Deck is a clear indication of their ongoing commitment.
Maybe, but that never saved the Lisa, the Newton or the Butterfly keyboard. Sometimes, Apple takes a big risk that's far too early, expensive or simply doesn't pay off.
I don't think it's a particularly hot take to say that VR/AR content creation has been stagnant for a decade. Valve couldn't save it by moving mountains, Meta barely made it mass-marketable with a barebones MVP, and Apple is... gentrifying the higher-end. It's not so much an insult towards Apple as it is to the field and it's market fit. Nobody has had an "iPhone moment" yet, not even Apple.
Meaning, quest 3 is amazing, and Vision Pro is the best thing to happen to AR.
I hope steam doesn’t pull out. Zuck can preach about openness but the platform is still antagonistic to pc users.
I feel the same way about a lot of Apple products. The Magic Trackpad would sell out instantly if it got a new model with USB-C - but Apple knows they can ship more Lightning cables if they avoid it. It's part of the sinister math that goes into making you and I rely on Apple's constant... ahem, Innovation.
https://www.apple.com/shop/product/MK2D3AM/A/magic-trackpad-...
(I agree with you, for what it's worth - Apple is weirdly slow to update some of their products; AirPods Max stand out here as missing USB-C and the lossless audio of AirPods Pro.)
Still, it makes my relatively-new Magic Trackpad 2 feel old and alien. Whatever reason there was for Lightning is lost me when I can't juice my peripherals up with the same cable that charges my Macbook.
Windows 11 also sold incredibly well yet I still consider it a flop.
The Steam Deck otoh became an absolute hit on day one and completely sold out in short order. It sold waaaayyy better than Valve ever thought it would.
And I know I have tentative plans for the next VR thing they try. I have the PSVR2 and it is really good at the games it is for. To the point that I'd expect next generation efforts to be amazing.
Though they seem to be keeping SteamOS 3 close to their chest.
Even if that's the case, it's OK to have a niche product. Gaming is a multi-billion dollar industry so the market is worth pursuing.