github ValveSoftware/steam-audio v2.0-beta.17
v2.0-beta.17 Release

latest releases: v4.5.3, v4.5.2, v4.5.1...
pre-release5 years ago

Steam Audio SDK 2.0-beta.17

  • Added support for instanced meshes, which allow geometry to be moved (via rigid-body motion) freely within a scene. Instanced meshes can also be added to and removed from a scene at run-time. Instanced meshes are initially supported using the Intel Embree ray tracer only.
  • Added support for Dual RTQ when using TrueAudio Next and/or Radeon Rays on AMD GPUs. This feature allows the creation of up to 2 sets of reserved CUs, leaving the remaining unreserved CUs for graphics and general compute. This requires AMD Radeon Software Adrenalin 2019 Edition v19.2.1 or later. Previously only 1 set of reserved CUs could be created.
  • Added support for using the AMD Radeon Rays ray tracer for real-time simulation in addition to baking.
  • Added a new scene-wide parameter to IPLSimulationSettings, called irradianceMinDistance. This allows limiting the amount of energy reflected by a surface that's very close to a point source, as might happen when baking a probe that has been placed too close to wall.
  • Updated AMD TrueAudio Next support to v1.2.2.4, which adds support for non-uniform partitioned convolution. This feature improves convolution performance when using small frame sizes (64 samples or fewer).
  • Updated custom ray tracer integration to use the batched any-hit callback when performing visibility checks during baked data lookup.
  • Updated iplSetAmbisonicsRotation to take the listener orientation as a set of IPLVector3 parameters, rather than an IPLQuaternion.
  • Removed the IPLQuaternion struct.
  • Fixed bug where the influence radius of a probe generated with the IPL_PLACEMENT_CENTROID strategy was larger than the size of the containing probe box.
  • Fixed bug where TrueAudio Next could not be used to run convolution on the entire GPU (i.e., without CU reservation).
  • Fixed bug where impulse responses generated using Radeon Rays did not match those generated using Embree or the built-in ray tracer, due to incorrect handling of occluded rays.

Steam Audio Unity Plugin 2.0-beta.17

  • Updated to use Steam Audio SDK 2.0-beta.17.
  • Updated to be compatible with Steam Audio FMOD Studio Plugin 2.0-beta.17.
  • Added the Steam Audio Dynamic Object component. The GameObject to which this is attached, and all of its children, are exported as instanced meshes, which means game code can move it (via rigid-body motion) freely through the scene, and occlusion, transmission, and real-time indirect sound will update accordingly. Steam Audio Dynamic Object components can be added to prefabs, which can be instantiated and destroyed freely at run-time, with corresponding updates to occlusion, transmission, and real-time indirect sound. This functionality is initially supported using the Intel Embree ray tracer only.
  • Added the Steam Audio Ambisonics decoder plugin, which can decode and spatialize up to first order Ambisonics clips. This plugin can use custom HRTFs loaded from SOFA files for spatialization.
  • Added a new scene-wide parameter to the simulation settings in the Steam Audio window, called Irradiance Min Distance. This allows limiting the amount of energy reflected by a surface that's very close to a point source, as might happen when baking a probe that has been placed too close to wall.
  • Updated the Steam Audio Reverb effect to output reverb only, without mixing in any dry signal. Wet-dry mix can be controlled using the Send/Receive or Wet/Dry Mix functionality built into Unity.
  • Updated the Steam Audio Custom Settings component to allow configuration of Dual RTQ functionality on AMD GPUs. CUs can be reserved for convolution (using TrueAudio Next) and IR update (using Radeon Rays + TrueAudio Next) independently.

Steam Audio FMOD Studio Plugin 2.0-beta.17

  • Updated to use Steam Audio SDK 2.0-beta.17.

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