Raytraced Audio - Form Results
🕑 Added 2025-04-29 13:09:44 +0000 UTC1468 people have filled out the https://vercidium.com/audio form so far - I'm blown away! I aim to use this data to improve the Raytraced Audio plugin. I'll also set up a new Discord Server for testers soon.
The price of my Patreon will increase from $5.00 AUD to $8.00 AUD on the 1st of May. Join before this date to lock in the cheaper price forever
Game Engines
Unreal is the most popular engine, followed by Godot and Unity.
Given the logical progression from Demo -> C# SDK -> C SDK, I'll be targeting Godot first and then Unreal. I shared the full roadmap in my last post.

Programming Languages
C++ and C# are the most popular languages, followed by GDScript and visual scripting.
I'm personally not a fan of C++ and I plan to create a C DLL instead. Steam / Epic Games / OpenAL Soft all provide C DLLs and they integrate with both C# and C++ games easily.

Audio Engines
FMOD is the most popular audio engine, followed by WWise / OpenAL. A lot of people are using existing engine's inbuilt audio systems, so the Raytraced Audio plugin will offer multiple integration options:
Comprehensive - the plugin will manage everything for you - OpenAL / FMOD / WWise etc, devices, contexts, sources, playback, volume, low pass filters, reverb effects, etc.
Statistics Only - you tell the plugin about your world and where your sounds are, and the plugin tells you how muffled they should be. The plugin doesn't produce any audio, you'll have to apply low pass filters to the sounds yourself. Same for reverb, directional ambience, etc.

Desired Features
It's a pretty even split here, and I'm glad to see the deaf visualisation getting some interest too! There were a few other responses like music / binaural audio / materials, which will all be supported as well.

Integration Method
A lot of people requested a drag-and-drop plugin, which means the Godot and Unreal plugins will need to do a lot of the heavy lifting.
In the interest of time and quality, I'll be looking for a handful of developers to help create the Godot and Unreal plugins. This will be a paid opportunity. More info to come soon.

That's all for now. I'm working on more features for the demo, and plan to have it available this weekend for everyone who filled out the https://vercidium.com/audio form. The new features I'm working on are:
Microphone input - hear the echo produced from your voice
Custom sound effects
Favourite + edit reverb presets
View all reverb properties in real time (decay, delay, diffusion, etc)
Deaf visualisation
Comments
Vercidium
Hey happy to clarify There will be a C and C# SDK for those comfortable with programming There will also be drag-and-drop Godot and Unreal plugins, which should “just work” with minimal programming
Mukuyev
Hey, I just joined for free know, like I just clicked join in a minute ago. What want to ask what do you plan on doing with already given engines? Like someone mentioned unreal, and you mentioned programming scripts, I think with highly chance you are wrote in bottom places, but I literally have got 0 context
campus claustrum
DESIRED FEATURES: a great feature to add in the future is to have also a way to simulate sound on the background (not close to the player) in a simplified and performant way useful for open world and sandbox