Raytraced Audio - Expression of Interest Form
🕑 Added 2025-04-07 09:28:31 +0000 UTC
Hi all, I've created an expression of interest form for my Raytraced Audio system. This will help me understand which engines, languages and features you're most interested in.
Also, I found this early version of the animations in the latest video, from November last year. The video came a long way!

GitHub Updates
I've merged my audio branch back into main, which contains all the animations for the latest video (minus the rays). Run devlogs.sln to see the animations.
Keyboard shortcuts are available here.
My current todo list:
Answer YouTube comments
Reply to your emails and messages
Fix black textures on AMD GPUs
Follow up if the engine works on Linux
Building fails if not cloned into a folder named 've' [fixed]
Fix terrain sinking
Finish porting a barebone version of Sector's Edge to the Vercidium Engine, to be used as a raytraced audio sandbox
Replace paid assets with low-poly decimated versions
Future Patreon Posts
I have a few more posts planned about:
Optimised terrain shadow rendering
Cloth rendering
Porting Sector's Edge to this engine (forward rendering, optimisations and more)
Throwbacks and Sneak Peeks



Comments
Vercidium
Hey feel free to email me at mitchell@vercidium.com
Skyler Sefic
I've got a ton of thoughts about how to post process the audio after ray-tracing. Where can I reach someone to offer them?
The Normandy Project
To elaborate: These Heatmaps allow us to place Audio Ray receivers to capture the reflections, this will then be converted into IR data. Heatmaps will also allow areas to know when to blend between impulse response files that will continuously feed a convolved audio output for room reverb.
The Normandy Project
This will be a crucial part of our ongoing research into Photogammetrical Reconstruction of Real World Environments in Game Design. We will generate Point Cloud Data and 3D Models from Photogammetry Captures and then generate Heatmaps from the Raytracked Audio energy loss, and tune Impulse Responses to allow audio to have the proper reverberation in the room.