Valve Open Source Steam Audio - 3D Game Audio Solution - Including Unity, Unreal, FMOD and C++ SDKs

  Рет қаралды 19,387

Gamefromscratch

Gamefromscratch

5 ай бұрын

Steam Audio is a 3D audio solution from Valve Software used in games such as Half Life: Alyx that enables you to create positional 3D soundscapes in your games. They just released an update to it and most importantly along with this update they have released the entire thing as open source, including the Unity, Unreal Engine and FMOD plugins.
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Пікірлер: 100
@gamefromscratch
@gamefromscratch 5 ай бұрын
*Links* gamefromscratch.com/valve-open-source-steam-audio/ ----------------------------------------------------------------------------------------------------------- *Support* : www.patreon.com/gamefromscratch *GameDev News* : gamefromscratch.com *GameDev Tutorials* : devga.me *Discord* : discord.com/invite/R7tUVbD *Twitter* : twitter.com/gamefromscratch -----------------------------------------------------------------------------------------------------------
@oliver-nation4377
@oliver-nation4377 5 ай бұрын
Would love if you made a full indept tutorial on how to integrate it into Unreal Engine, where you show off how to use it best and fine tune stuff.
@ayushsidam289
@ayushsidam289 5 ай бұрын
We need to port it to the Godot!!! 🙂🤘🏻
@askeladden450
@askeladden450 5 ай бұрын
Already done by someone. Check out godot-steam-audio.
@nolram
@nolram 5 ай бұрын
It’s not license compatible to be included in the Godot core. Maybe as a plugin?
@suicidalbanananana
@suicidalbanananana 5 ай бұрын
It exists but every time i mention it then god-awful YT automation bs deletes my comment, f- what this platform has become, just google for it, its on a certain hub & the name is really obvious. Been using it for 2 months and works great.
@RenderingUser
@RenderingUser 5 ай бұрын
There's already stuff for spatial Audio in godot by lander
@VeilofStars-yp3ey
@VeilofStars-yp3ey 5 ай бұрын
@@RenderingUser I don't think it would hurt having more spatial audio options, though. . . .
@NunSuperior
@NunSuperior 5 ай бұрын
A good move. Steam Audio didn't seem like it was getting much attention at Valve, few updates and fixes. Getting the world to work on it should help that.
@MFKitten
@MFKitten 5 ай бұрын
They touch upon the reason there too. They only touch it when they need it to do more things for their own stuff.
@oliver-nation4377
@oliver-nation4377 5 ай бұрын
I love the audio system in CS so having this option is fantastic.
@oliver-nation4377
@oliver-nation4377 5 ай бұрын
​@@NunSuperiori know
@DavidBarlowDavido01
@DavidBarlowDavido01 5 ай бұрын
They mean Counter-Strike, not C sharp.
@NunSuperior
@NunSuperior 5 ай бұрын
@@DavidBarlowDavido01 hahah, lol, oops. Thanks for the correction.
@oliver-nation4377
@oliver-nation4377 5 ай бұрын
​@@DavidBarlowDavido01 Exactly
@misterk7_-
@misterk7_- 5 ай бұрын
valve's audio engine is absolutely incredible, in their Desk Job demo it really utilises it well.
@DeltaNovum
@DeltaNovum 5 ай бұрын
Oh for sure. We need more and better spatialised audio solutions in games! Especially in VR, but I like to see it everywhere. We finally have Physically based textures and raytracing for graphics. Why not have physically based and Raytraced audio too? That's a whole less performance cost and good audio can bring so much to the immersion formula in games. I'd even say that really good immersive audio might do more for immersing you into a game world than path Traced graphics. Especially if you contrast it to the performance cost. I believe Steam audio and other solutions run on the cpu? I wonder if it's possible to run it on the GPU since that way it would be easily be parallelized and cost almost nothing that way.
@didjidks
@didjidks 5 ай бұрын
​@@DeltaNovumSteam Audio supports OpenCL as well as AMD TrueAudio Next and Radeon Rays so definitely should be possible to GPU accelerate
@DeltaNovum
@DeltaNovum 5 ай бұрын
@@didjidks great! And thanks, I'll look into it.
@johnfrusciantefan90
@johnfrusciantefan90 5 ай бұрын
When working on my VR thesis prototype, I played around with steam audio and the results were great. Had to remove, but it worked very well with VR
@alfie2436
@alfie2436 4 ай бұрын
Why did you end up removing it?
@johnfrusciantefan90
@johnfrusciantefan90 4 ай бұрын
@@alfie2436There was a performance penality and I needed to talk to my study participants in the end.
@Queldonus
@Queldonus 5 ай бұрын
Anything that makes VR game development easier is welcome.
@dontmindme8709
@dontmindme8709 5 ай бұрын
Such good news! I'm sure this will help contribute to keeping VR an open space.
@ViRiXDreamcore
@ViRiXDreamcore 5 ай бұрын
I used this a bit in a couple Unity projects. It's not bad!
@DaVyze
@DaVyze 5 ай бұрын
There was already a Plugin for Godot. But the author archived it. Maybe this helps to spark a new flame.
@suicidalbanananana
@suicidalbanananana 5 ай бұрын
Theres one that works and is being continued to be developed, i tried posting some info to find it in response to your comment and some others regarding the same subject, but YT has become utter garbage when it comes to deleting/hiding comments, so you will just have to google for it, the makers name begins with "st" and ends with "yo" and its posted to a certain hub with a pretty obvious name. Been using that since it appeared near the end of 2023 and it works great, sorry i'm somehow not allowed to just straight up post the nickname or website or project name... but im totally allowed to comment that YT sucks now lol, 11/10 system guys🤦‍♂
@RenderingUser
@RenderingUser 5 ай бұрын
​​@@suicidalbananananabro same. I've been doing the same for the past 10 minutes. I literally cannot mention lander either
@EnergySurge
@EnergySurge 5 ай бұрын
That project just got forked two days ago, probably when Valve announced the license change, and the fork is already 36 commits ahead. However, they haven't yet removed the Archived notice from the README despite making some changes to the file. The project is a module and not a GDExtension. So that makes it a little more difficult to use, as it has to be compiled when building Godot. It seems the original maintainer was working on converting it to a GDExtension, but there were issues blocking it.
@JeloOW
@JeloOW 5 ай бұрын
​@@suicidalbanananana theres a BIG difference between criticizing a platform and posting a link (that most of the time is either self promo or scam/virus etc.) they are finally doing something about the bots and people complain about it lol
@UltimatePerfection
@UltimatePerfection 5 ай бұрын
​@@EnergySurgeHopefully the fork will continue to work towards GDExtension conversion
@jaredjones6570
@jaredjones6570 5 ай бұрын
I kind of like the phrase "earlier under". I think it could catch on 🖖
@Ardeact
@Ardeact 5 ай бұрын
I feel as if audio is often overlooked. Having realistic audio would be incredible
@VeilofStars-yp3ey
@VeilofStars-yp3ey 5 ай бұрын
For perspective, positional audio was in widespread use back in the 90s--around the same time Half-Life came out. Half-Life owed a great deal of its immersion, and success, to its extensive use of positional audio. Then something weird happened. Major game audio libraries like DirectSound began replacing their positional audio implementations with simple stereo panning which simply cannot provide the kind of 3D immersion that positional audio does. I am still baffled as to why the industry would have moved from a superior system to one so clearly inferior, but it may have something to do with the fact that positional audio works best with headphones and consoles mostly are not used with headphones. Microsoft's Xbox came out around that time, and, maybe, they thought having positional audio on PC versions of their games would make the Xbox sound worse in comparison. . . .
@RenderingUser
@RenderingUser 5 ай бұрын
My guess for why they abandoned spatial Audio is that is that less work is needed and people don't notice Audio much so they didn't invest in all that
@VeilofStars-yp3ey
@VeilofStars-yp3ey 5 ай бұрын
@@RenderingUser Yes, the idea that people wouldn't notice the audio likely was a factor. I'm not sure it was true they didn't notice, though. I feel like, on an unconscious level, people likely did notice that games didn't seem as immersive as they used to but probably didn't realize it was the sound that made the difference--especially if they were using speakers, which don't convey spatial audio as effectively.
@Drejzer
@Drejzer 5 ай бұрын
Love the quote xD
@DevDunkStudio
@DevDunkStudio 5 ай бұрын
Wonder how this compares with Microsoft's Project Accoustics
@SianaGearz
@SianaGearz 5 ай бұрын
Yeah curious, also Resonance Audio, Wwise Reflect, uhhh there were a few more they're not at the top of my head right now.
@SianaGearz
@SianaGearz 5 ай бұрын
OOO FINALLY. Always wondered why this wasn't open source. I have settled on Resonance Audio by Google but yeah Steam Audio is a much better choice for most.
@L1DER32
@L1DER32 5 ай бұрын
Pavlov VR is on PSVR as well, so either they removed the steam Audio plugin or made it compatible with Playstation (the game runs on unreal)
@GameBob
@GameBob 5 ай бұрын
I like your funny words magic man!
@undeadkitty334
@undeadkitty334 5 ай бұрын
@Gamefromscratch no comment on the enchanted assets from kitbash 3d? Not a fan of kitbash?
@Greenlaser
@Greenlaser 5 ай бұрын
this is amazing. im currently in the middle of making my own game engine and this will be perfect for my audio side of my engine!
@ghaydn
@ghaydn 5 ай бұрын
Hail Saint Gaben!
@jaredjones6570
@jaredjones6570 5 ай бұрын
Would this be useful for Godot (either for individual game devs or for the engine devs to integrate into Godot directly)?
@askeladden450
@askeladden450 5 ай бұрын
Its probably outside the scope of godot core. But someone has already made an unofficial plugin called godot-steam-audio.
@mrjshzk
@mrjshzk 5 ай бұрын
there is already a godot plugin, requires to build godot yourself though because the godot Audio API isn't exposed (yet I guess) which makes the "plugin" version not work - only by directly modifying godot
@TheBlackbirdii
@TheBlackbirdii 5 ай бұрын
Why I should use steam audio ?
@ermilburn02
@ermilburn02 5 ай бұрын
I assume the console port does exist, just that it is still internal right now, and Valve doesn't want to publicly advertise it
@SianaGearz
@SianaGearz 5 ай бұрын
I don't think it exists or existed, because i can't think of any Source2 based console games! The same Dota2 is PC only.
@bioburden
@bioburden 5 ай бұрын
The game doesn't have to be a Source2 based game to utilise this.
@SianaGearz
@SianaGearz 5 ай бұрын
@@bioburden Yeah but Source2 explicitly uses Steam Audio; all other popular engines you can think of have their own spatial audio, or integrate Fmod or Wwise so while Steam Audio sounds better, one can just... not use it when targeting the console.
@RamtinDidab
@RamtinDidab 2 ай бұрын
Still waiting for the "coming soon" WWISE plugin.
@deluxe_1337
@deluxe_1337 5 ай бұрын
Now they just need to open source their entire engine 🙏
@NoVIcE_Source
@NoVIcE_Source 5 ай бұрын
i wonder if we can use this in the source engine
@baklojan5933
@baklojan5933 5 ай бұрын
Same (Sup NoVIcE)
@NoVIcE_Source
@NoVIcE_Source 5 ай бұрын
@@baklojan5933 hi
@batnikelam-mavzer443
@batnikelam-mavzer443 5 ай бұрын
why dont you make a video about how to implement in unity ?
@tellsackett4572
@tellsackett4572 5 ай бұрын
“Escape from Tarkov” implemented Steam Audio a while back, from what I understand. That said, it appears they’re struggling to get it working well with that game. 😅
@NunSuperior
@NunSuperior 5 ай бұрын
EFT used Steam Audio but they replaced it with Occulus Audio. Sounds a lot worse in my opinion.
@XxHorseshoeXx
@XxHorseshoeXx 5 ай бұрын
They sadly struggle to do a lot of things. The implementation was also miles better than the oculus one we have currently. Doesn't surprise me they can't follow the robust documentation and support steam audio providers
@exodous02
@exodous02 5 ай бұрын
I'm confused, aren't console games make on PC? Then compiled for consoles? Are there still dev kits, I thought dev kits were now just software for PC. If that is the case since this is for PC won't that translate for consoles? Also, it's open source so if it take Nintendo, Microsoft, or Sony to port it maybe they will.
@LloydSummers
@LloydSummers 5 ай бұрын
They are built on PC, but need to use special versions of game engines, consoles, and a bunch of console specific installer files - which compile to that platform. An audio engine with a DLL for example, may not be compiled for the console, and would just error and not work. For developer kits, yes, we have to buy developer consoles for every platform, they range in cost from about 2K to 6K and won't play retail titles, and often are IP locked to your location.
@m128jg
@m128jg 5 ай бұрын
Could Steam Audio be a suitable substitute for Dolby on home theater setups, or is it mainly for headphones?
@VeilofStars-yp3ey
@VeilofStars-yp3ey 5 ай бұрын
Dolby is directional, not positional, so the two systems aren't interchangeable. Dolby is good for movies, not so much for games. . . .
@suicidalbanananana
@suicidalbanananana 5 ай бұрын
Huh What?! Its a 3d audio system for games...?! This has nothing to do with hardware, it's a way to enhance 3d scenes to make proper sounding audio (proper reflection, occlusion, reverb, etc) you can not magically make movies have better surround sound with this...
@SianaGearz
@SianaGearz 5 ай бұрын
@@suicidalbanananana Dolby Atmos and DTS X both have Object Audio solutions for games via Microsoft Spatial Sound, they don't have true geometric reflections natively but they have spatial audio and allow integration of environment cues. Today you can have a flexible speaker configuration or a headphone audio rendering target, so a way was needed to encode audio which is speaker position independent, which isn't necessarily movie specific or game specific. Games can simply spawn additional sound sources for reflections, or use ambi impulse responses to simulate precomputed environments. There's no hard reason why games shouldn't integrate and work with home cinema solutions. Then again HDMI suffers from 20-32 spatial object limitation. Headphone and PC directly connected speaker targets will do 128 objects with Dolby Atmos and DTS X.
@publicmmi
@publicmmi 5 ай бұрын
Do i ever need FMOD if using this in Unity/Unreal?
@gamefromscratch
@gamefromscratch 5 ай бұрын
No.
@publicmmi
@publicmmi 5 ай бұрын
@@gamefromscratch Thx! Then time for you to make a tutorial :)
@l.3626
@l.3626 5 ай бұрын
Tarkov failed with steam audio, but tbh I never understood how BSG messed it up, the reality what they crafted with it was terrible
@habag1112
@habag1112 5 ай бұрын
I don't agree with it being terrible, it was very immersive IMO. I'm not saying it didn't have problems, it very much did, but even with them it was better than the initial oculus audio implementation. i haven't played since that wipe so can't comment on the current state of it.
@l.3626
@l.3626 5 ай бұрын
@@habag1112 same, i havent played really, it was good for audio on the same level basically
@joshua42777
@joshua42777 5 ай бұрын
cascadeur is changing their license terms
@jasonwilliams8730
@jasonwilliams8730 5 ай бұрын
👍
@WalterMan
@WalterMan 5 ай бұрын
We need to port this to Flax!
@Ledplous
@Ledplous 5 ай бұрын
Valve based moment
@stevethepocket
@stevethepocket 5 ай бұрын
Valve will do anything but actually release Source 2 to the public.
@swiftypopty1102
@swiftypopty1102 5 ай бұрын
S&box?
@NuttachaiTipprasert
@NuttachaiTipprasert 5 ай бұрын
Valve is notoriously infamous for console hating. I don't think they will add any console support ever.
@weirdshit
@weirdshit 5 ай бұрын
I think it requires baking. 😑
@BenjaminWheeler0510
@BenjaminWheeler0510 5 ай бұрын
00:28 Steam isn’t a console solution either lol
@maxrinehart4177
@maxrinehart4177 5 ай бұрын
They already have their console, of course they wouldn't like to support xbox, ps and switch. It's a business decision.
@baklojan5933
@baklojan5933 5 ай бұрын
Nope
@Hietakissa
@Hietakissa 5 ай бұрын
Their console? The handheld Linux PC?
@NaruHinn
@NaruHinn 5 ай бұрын
Well, this is exactly why Unreal and Unity are better than Godot, because I'm not a pro programmer to be able to integrate this in Godot using the c api, also Godot is behind on so many other things unfortunately.
@RenderingUser
@RenderingUser 5 ай бұрын
But hey atleast we have an awesome community. I've already seen someone develop spatial audio in godot without the need for this
@kermster8355
@kermster8355 5 ай бұрын
Unreal sure, but Unity as a company is completely untrustworthy. As a Dev I refuse to trust them ever again from charging me per install rather than per purchase. I still use Godot though after using unreal and unity for years though. It's great for indie.
@raremc1620
@raremc1620 5 ай бұрын
This is in no way why Unreal and Unity are better than Godot, you don't need to be a pro programmer to use a Godot plugin that implements steam audio. Steam making available plugins for unity and unreal don't mean that those two are better, it just means that someone from the community needs to make a plugin for godot. Which has already been done.
@wmetz1869
@wmetz1869 5 ай бұрын
@@raremc1620 Godot is unfinished from the start. Thats the damn problem.
@Bogdanoff1337
@Bogdanoff1337 2 ай бұрын
There is already a Godot implementation (godot-steam-audio)
@PurpleKnightmare
@PurpleKnightmare 4 ай бұрын
Not for Godot?! Why do you harp on console so much, like I don't care about that at all.
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