und neue Infos.... Steam Audio for Unreal Engine 4 Today we are excited to announce the first beta release of Steam Audio for Unreal Engine 4. Our plugin now ships with UE4 by default, so you can get started by upgrading to 4.16 Preview 2. This release brings our physically-based sound propagation and HRTF rendering to the UE4 engine, enabling developers to immediately begin creating immersive audio experiences for games and VR. The plugin is free of charge and is not locked to a particular platform or VR device. Users can get started by upgrading to 4.16 Preview 2, then grabbing the documentation from our downloads page[valvesoftware.github.io]. The plugin is designed to work with the new audio engine introduced in 4.16. Starting UE4 with the -audiomixer flag will enable the new engine and give you access to the plugin. The first release is experimental and will benefit greatly from your feedback in the discussion forums. You can explore existing issues and report new ones over at our GitHub issues page[github.com]. We expect to fix major issues as they arise and provide timely bug fixes as we progress through the beta. Many of the features we've built for the new audio engine together with Epic will be broadly helpful to all third party developers. We encourage developers to explore the plugin's source code to see the new capabilities exposed by the native audio engine. The Steam Audio plugin for UE4 provides three major pieces of functionality: HRTF filtering with per-source settings, direct-sound occlusion, and physically-based sound propagation. HRTF Filtering with Per-Source Settings Two years ago, UE4 introduced support for third party HRTF spatialization. In 4.16, spatialization plugins can customize the behavior of HRTF processing on a per-source basis. Users configure spatialization plugins with Spatialization Plugin Settings assets. The Steam Audio plugin provides robust HRTF processing and lets users choose between nearest-neighbor and bilinear HRTF interpolation. Direct-Sound Occlusion UE4 provides a raycast occlusion solution by default. In 4.16, occlusion plugins can handle how direct sound is occluded on a per-source basis. Users control the processing with Occlusion Plugin Settings assets. The Steam Audio plugin lets users choose between raycast and partial occlusion, and whether to apply physics-based attenuation. Physically-based Sound Propagation UE4 allows users to author reverbs using traditional reverb volumes. In 4.16, reverb plugins can efficiently apply convolution reverb to mixed audio and customize how reverbs are generated and applied on a per-source basis. Users control the processing with Reverb Plugin Settings assets. The Steam Audio plugin lets users choose between realtime and baked sound propagation and configure a mixing fraction. Steam Audio also allows users to apply a globally-configured listener-centric reverb. This portion of Steam Audio is what many users are going to be most excited about. We've introduced a variety of new actors and components that handle tagging acoustically meaningful geometry, specifying acoustic materials, and creating acoustic probes for baking sound propagation data. We've extended the UI in ways that should be familiar to UE4 users. In the same way that you use the Build menu to bake lightmap information, you can now find a button for baking listener-centric reverb. Finally, we have a robust set of globally-configurable settings to customize quality and performance.
Neues Update und jetzt mit AMD TrueAudio Implementierung. What is TrueAudio Next? Convolution Resource Reservation What TrueAudio Next Is NOT How is TrueAudio Next useful to Steam® Audio? Indirect Sound Ambisonics Why does Steam® Audio support TrueAudio Next? What are the benefits of TrueAudio Next? Benefits of GPU convolution Benefits of resource reservation How do I enable TrueAudio Next in Steam® Audio? System Requirements Using the Unity Plugin Using the FMOD Studio Plugin Using the Unreal Engine 4 Plugin Using the C API Initialize an OpenCL compute device that supports TAN Create an Environmental Renderer that uses TAN for convolution
Einige Anwendungsbeispiele, falls sich jemand fragen sollte, wieso brauchet man eigentlich dieses Steam Audio.
verstehe ich das richtig.. also gibt es dieses Raytracing für lau mit einer 10 bis 30 fachen steigerung ohne eine Nvidia Card zu kaufen?