Spatial Audio in 'Budget Cuts': A VR Stealth Game
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- เผยแพร่เมื่อ 9 ก.พ. 2025
- In this 2019 GDC session, Gestrument’s Jonas Kjellberg and Valve Software’s Lakulish Antani discuss how they used Steam Audio to implement advanced spatial audio for their VR stealth game, Budget Cuts.
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One of the best talks on audio I've found so far!
Going straight to the point, practical advice, thank you so much.
I want to understand the WHITE NOISE bit more clearly. Sounds fairly easy to do, and effective. But I don't quite understand the steps.
Anyone got any further advice on steps top achieving that (in Unity, without Steam Audio)?
I think splinter cell and rainbow six siege us a similar method to the "portals" approximation to simulate sound bouncing. Using markup at doors and other POI to increase performance without reducing the usefulness of the sim too much.
I do wish more non-vr games and video players/streaming services would support windows' spatial sound api.
benis