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Raytraced Audio

🕑 Added 2025-04-05 07:17:20 +0000 UTC
Raytraced Audio

Comments

Vercidium

Helldivers 2 had excellent audio, I'm glad to have you here! It would be great to get your feedback on the demo, I'll be sharing it here shortly

Joshua Lewis

To add, radio and antenna engineers would likely also be great minds to probe and have reflect on implementations.

Joshua Lewis

Hi! I love this concept and believe it will eventually become a core part of modern AAA games. After watching, the first thought that came to mind as a natural extension of this concept (albeit likely different in implementation) was low frequency sounds. Specifically, positive and negative interference patterns causing variations in volume . Another concept to include could be conduction. A helmet would be a great example, but also would be a great use of occlusion . I think that a lot of the "problems" that sound, audio, speaker, and microphone engineers encounter and attempt to mitigate in the real world could spark similar solutions / concepts / implementations in game sound engines. I suspect that instead of constant high resolution computation, these facets could be applied with much lower resolution to achieve relatively high fidelity.

Dmitry Garkavenko

Nice and clean presentation! I was making audio systems (propagation, obstruction, indoor/outdoor, etc) for Escape From Tarkov and then worked on Helldivers 2 audio as well. Not an audio programmer though! But I would be really interested trying the UE solution!

Krzysztof Chodkiewicz

Hi :) I currenly work on a game in UE5.5 and I'd love to test this out!

Vercidium

Hey thank you for the offer! I'll send you a DM

Cyb3r Gamez

Hey- I’m working on a FNAF fan game and would love to implement this as a case use and testing of it! I would love to help work on it and help you test it! (I use Unreal Engine 5.5)

Rareden

You would need a bridge or invoke to support going between the languages with a 3rd party tool, which will lose performance in general, plus the type support between the 2.

Blake Thomas

As a side note, is there a good email I can reach you at? I run a UE development studio and would love to get in touch.

Blake Thomas

Porting it to c++ wouldn’t be necessary. You would just need to build dlls and call that from a header only library which could sit in your uplugin. The scene voxelization code would need some porting if you want to support real time.

Vercidium

That would be excellent, thank you! The code for raytraced audio is only ~3000 lines of code, so it shouldn't be a massive task porting it to C++. I'm also curious what the performance difference would be between C# and C++ Integrating it with Unreal would be the next challenge

Vercidium

Thank you, I'd appreciate your help! I'll let you know soon how I'm planning to attack this, but since it's all C# I think it'll integrate nicely

J19

I'd definitely love to help out with testing and developing a GDExtension or Godot C# plugin.

Rareden

Hey there, very interesting solution. Im a UE c++ dev, id love the help out with a plugin


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