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Raytraced Audio Update - New Features and New Approaches

🕑 Added 2025-04-19 07:55:44 +0000 UTC

Comments

Vercidium

It's not out of the picture, I haven't used compute shaders before so I'm keen to try them out. There's just a lot more to try / test / optimise before that

J19

Is a compute shader really out of the picture here? I mean, if it runs fast enough as is, that's wonderful. I'm just always tempted to jump to compute shaders lol

Vercidium

Thank you, yeah the reverb needs to be fixed. Until I have materials working I'll allow you to: - pick the reverb presets for small rooms / large rooms / outdoors - control the formula for interpolating between presets based on: - the percentage of rays that return - the length of the returning rays I'm currently using the 'factory_smallroom' and 'dome_saintpauls' presets which have a lot of echo. I should be using stone presets here as most of this map is concrete.

Max Quagliotto

This looks very promising! Looking forward to the progress of raytraced audio. One question though -- I notice that the environment has a LOT of reverb, even with there being some parts where you're partially walking outside in some parts. That seems to be an issue still with many games in my opinion. Is it because of the materials on the walls and their absorption coefficients? I would think that many other materials would have slightly higher absorption so as to reduce the RT60 in an environment.

w9w9bc

I would love to see this feature released and commercialized in the form of an Unreal version, a WISE version. I'll be rooting for you.

Vercidium

I’m aiming to have this demo ready for people to try next weekend. Then the next step will be building a C# DLL for it, and send it to a handful of devs and see how the integration goes This first DLL version won’t handle the underlying audio API (OpenAL, fmod, etc). Instead it will return the muffling / permeation / etc properties for each sound, that the devs can then use to apply their own filters to their sounds. That way I’m not diving into unreal/Godot specifics yet, and I can focus on the raytracing integration first

w9w9bc

Cool, when will I be able to share it? I'd love to test it out.


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