github ValveSoftware/steam-audio v4.1.0
v4.1.0 Release

latest releases: v4.5.3, v4.5.2, v4.5.1...
2 years ago

Steam Audio SDK 4.1.0

  • Added a new peakDelays parameter to IPLBinauralEffectParams. This is an output parameter that can be used to retrieve the left- and right- ear peak delays corresponding to the HRIRs applied by Steam Audio when iplBinauralEffectApply is called.
  • Fix crash in iplSimulatorCommit when the simulator has not been initialized for reflections. (#190)

Steam Audio Unity Plugin 4.1.0

  • Updated to use Steam Audio SDK 4.1.0.
  • Updated for compatibility with Steam Audio FMOD Studio Plugin 4.1.0.
  • Fixed bug where probe generation failed if the Steam Audio Static Mesh was not in a root-level GameObject. (#183)
  • Fixed memory leak in Steam Audio Source component. (#199)
  • Potential fix for crash in setParam callback of the spatializer effect. (#189)

Steam Audio Unreal Engine Plugin 4.1.0

This is a major update to the Steam Audio Unreal Engine plugin, and is not backwards-compatible with previous releases.

Steam Audio Unreal Engine Plugin 4.1.0 requires Unreal Engine 4.27 or later.

Major New Features

  • Updated to use Steam Audio SDK 4.1.0.
  • Added support for using Steam Audio in Unreal Engine with FMOD Studio. Events authored in FMOD Studio can now use occlusion, transmission, reverb, pathing, etc. simulated in your Unreal Engine levels.
  • Sublevels, including streaming sublevels, are now supported. Geometry data can be exported for all open sublevels, or selectively for the currently active sublevel. When sublevels are streamed in or out, Steam Audio will automatically add (or remove) the relevant geometry from its internal copy for simulation.
  • Blueprint classes can be configured as dynamic geometry. Instances of the Blueprint class will automatically affect sound propagation as they are instantiated, destroyed, or moved.
  • Added support for Linux and macOS (precompiled binaries for macOS are not provided in this release, but will be added in a subsequent patch release).
  • Exported scene data and baked probe data is stored in .uasset files. This simplifies the process of packaging your project.
  • The plugin UI has been significantly updated, in particular to allow the use of new Steam Audio features like pathing and hybrid reverb.
  • The documentation has been significantly updated.

Improvements

  • Occlusion and transmission simulation now run in the main thread.
  • Distance attenuation, air absorption, and directivity calculations are now run in the audio thread.
  • The update rate of reflection and pathing simulation can be controlled using the Simulation Update Interval parameter.

Steam Audio FMOD Studio Plugin 4.1.0

  • Updated to use Steam Audio SDK 4.1.0.
  • Added option for toggling whether to use HRTF or panning when rendering the direct sound path.
  • Added support for event-level min/max distance range, introduced in FMOD Studio 2.02. (#193)

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