[HN Gopher] Valve Makes All Steam Audio SDK Source Code Availabl...
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       Valve Makes All Steam Audio SDK Source Code Available Under Apache
       2.0 License
        
       Author : LinuxBender
       Score  : 197 points
       Date   : 2024-02-20 16:29 UTC (6 hours ago)
        
 (HTM) web link (www.phoronix.com)
 (TXT) w3m dump (www.phoronix.com)
        
       | ramesh31 wrote:
       | Seems like they're giving up (on HMD hardware). Index will
       | probably be the last headset Valve makes. It was a fun idea. But
       | with the Vision Pro showing that even Apple can't make the
       | "smartphone strapped to your face" version of VR work, it's
       | becoming pretty obvious that it's a technological dead end for
       | anyone but niche gamers.
        
         | cma wrote:
         | Vision pro is laptop chips and silicon backplane microdisplays,
         | a bit of a move away from the smartphone on your face approach
         | components wise, though I'm sure some of the sensors may be
         | shared.
        
         | BudaDude wrote:
         | Thats a pretty hot take.
         | 
         | It's way too early to say the Vision Pro is a flop. Remember,
         | the first Apple Watch received mixed reviews. Yet, after
         | several updates and feature additions, it became one of the
         | most, if not the most, popular wearables.
         | 
         | History often repeats itself with Apple products initially
         | deemed failures. To illustrate, consider the initial reception
         | of the iPod, as discussed in this link:
         | 
         | https://forums.macrumors.com/threads/apples-new-thing-ipod.5...
         | 
         | One more thing, Valve hasn't exited the hardware market. The
         | Steam Deck is a clear indication of their ongoing commitment.
        
           | jwells89 wrote:
           | Yeah Vision Pro strikes me as typical Apple first gen more
           | than anything. It might in reality be a flop, but I'd wait a
           | few hardware generations before declaring as such with any
           | level of certainty.
        
           | smoldesu wrote:
           | > History often repeats itself with Apple products initially
           | deemed failures.
           | 
           | Maybe, but that never saved the Lisa, the Newton or the
           | Butterfly keyboard. Sometimes, Apple takes a big risk that's
           | far too early, expensive or simply doesn't pay off.
           | 
           | I don't think it's a particularly hot take to say that VR/AR
           | content creation has been stagnant for a decade. Valve
           | couldn't save it by moving mountains, Meta _barely_ made it
           | mass-marketable with a barebones MVP, and Apple is...
           | gentrifying the higher-end. It 's not so much an insult
           | towards Apple as it is to the field and it's market fit.
           | _Nobody_ has had an  "iPhone moment" yet, not even Apple.
        
             | HeWhoLurksLate wrote:
             | In the case of the butterfly keyboard, market fit is a
             | _very_ different thing from engineering failure
        
           | taeric wrote:
           | Vision Pro is going to be an interesting watch. I doubt it is
           | bad gear, but it is hard to really understand the market
           | Apple is chasing. In particular, the consumer VR market is
           | dominated by gamers to an absurd degree. Trying to pull
           | casuals into it feels way too strained. Similarly,
           | professional use doesn't seem to be a strong value add,
           | either. Will be interesting to see where things land.
        
             | J_Shelby_J wrote:
             | Vision Pro is to meta quest 3 what Starbucks is to local
             | coffee shops.
             | 
             | Meaning, quest 3 is amazing, and Vision Pro is the best
             | thing to happen to AR.
             | 
             | I hope steam doesn't pull out. Zuck can preach about
             | openness but the platform is still antagonistic to pc
             | users.
        
               | taeric wrote:
               | I'm still rather bullish against AR. The passthrough of
               | the PSVR2 is nice, to get your controllers in hand and
               | room setup. Otherwise, I don't see the value add, just
               | yet. Heck, the best games make use of the headphones so
               | well that I feel like I'm already in another room.
        
           | TravelPiglet wrote:
           | Apple Watch is a flop. It's not delivered on anything other
           | than being a good fitness tracker.
        
             | prewett wrote:
             | I would dearly love to have a flop like the Apple Watch...
             | If a product with tens of billions in yearly revenue is a
             | flop, well, sign me up!
        
               | smoldesu wrote:
               | At this point, Apple could release a line of $99 drink
               | cozies and sell out 5 minutes after they announce it. The
               | fact that people buy what Apple sells isn't really an
               | indication of whether the product is good or not.
        
               | TillE wrote:
               | It's been selling well for almost 9 years now! You can
               | call it many things, but it is clearly not a "flop".
        
               | smoldesu wrote:
               | I didn't call it a "flop", I said it's status as a flop
               | doesn't correlate to how good a product is. The Butterfly
               | Keyboard never flopped, but it also never got a
               | legitimate competitor. People bought them because they
               | were forced to, same as they were with Airpods and
               | arguably the Apple Watch.
               | 
               | I feel the same way about a lot of Apple products. The
               | Magic Trackpad would sell out instantly if it got a new
               | model with USB-C - but Apple knows they can ship more
               | Lightning cables if they avoid it. It's part of the
               | sinister math that goes into making you and I rely on
               | Apple's constant... _ahem_ , _Innovation_.
        
               | zlsa wrote:
               | The Magic Trackpad comes with a USB-C (computer) to
               | Lightning (Magic Trackpad) cable.
               | 
               | https://www.apple.com/shop/product/MK2D3AM/A/magic-
               | trackpad-...
               | 
               | (I agree with you, for what it's worth - Apple is weirdly
               | slow to update some of their products; AirPods Max stand
               | out here as missing USB-C and the lossless audio of
               | AirPods Pro.)
        
               | FirmwareBurner wrote:
               | _> If a product with tens of billions in yearly revenue
               | is a flop, well, sign me up!_
               | 
               | Windows 11 also sold incredibly well yet I still consider
               | it a flop.
        
             | WheatMillington wrote:
             | Over 50 million units sold and the most popular wearable
             | device ever made. Yeah, total flop.
        
             | iamthepieman wrote:
             | I take it you mean flop differently than a successful
             | product from a business and profit perspective. Like a
             | comedian can flop around on stage in a hilarious bit of
             | slapstick humor which you might call a successful flop. But
             | the two hour comedy special the slapstick is part of might
             | be panned by critics and audiences and that would be a flop
             | of an entirely different sort.
        
         | dr_kretyn wrote:
         | I'm clearly just a casual passer-by. Any chance you could
         | elaborate the connection between opening an audio SDK and
         | giving up on hardware? To me that feels like a big leap.
        
         | webkike wrote:
         | Giving up on hardware? The steam deck OLED was released last
         | November
        
         | taeric wrote:
         | With how well the steam deck was received, I'd expect them to
         | lean more into it? Is it better in press than it was in actual
         | sales?
         | 
         | And I know I have tentative plans for the next VR thing they
         | try. I have the PSVR2 and it is really good at the games it is
         | for. To the point that I'd expect next generation efforts to be
         | amazing.
        
           | 0cf8612b2e1e wrote:
           | The problem is that Valve's profit margin on the store is
           | very healthy. Low production runs of a hardware device are
           | just not making them a lot of money comparatively.
        
             | taeric wrote:
             | Fair. That said, I get the impression they still do a lot
             | because they want to. Not necessarily because they have to.
        
               | ffsm8 wrote:
               | Valve is a privately held company. It's not forced to
               | maximize quarterly returns for shareholders, it just does
               | whatever Gabe wants.
        
             | pennomi wrote:
             | That being said, Steam Deck probably sells more games than,
             | for example, the Steam Controller did. Probably sells more
             | games than their VR headset did too.
        
         | ranger207 wrote:
         | I have a copy of every piece of Valve hardware except for a
         | Steam Machine, and if there's anything that that's taught me,
         | it's that Valve cannot make hardware v2 in anything. I snapped
         | up the transparent case OLED Steam Deck immediately because I
         | do not expect there to be a Steam Deck 2
        
           | mtsr wrote:
           | I've understood it as: Valve isn't really in the hardware or
           | console business. They release these fairly open devices in
           | the hopes they get copied by others. Either to create a new
           | market for Steam or to ensure an upcoming market has at least
           | some Steam compatible devices.
        
           | themaninthedark wrote:
           | Valve knows how to count to 2, it just takes a long time. Now
           | I would never expect a v3 of anything...
        
         | hgs3 wrote:
         | > it's becoming pretty obvious that it's a technological dead
         | end for anyone but niche gamers.
         | 
         | Even if that's the case, it's OK to have a niche product.
         | Gaming is a multi-billion dollar industry so the market is
         | worth pursuing.
        
       | jsheard wrote:
       | This is the Impulsonic middleware they acquired back in 2017.
       | They quickly made it free in binary form, but third party uptake
       | seems to have been practically non-existent, probably in large
       | part because they only made it available on PC and Android but
       | not any of the consoles or iOS. They also promised Wwise
       | integration but that never materialized and doesn't appear to be
       | anywhere in the open source release.
        
         | sunshowers wrote:
         | Interestingly, the repo's readme says it works on
         | Win/Mac/Linux, Android and iOS. Wonder if they had builds going
         | but never released them to others.
         | 
         | https://github.com/ValveSoftware/steam-audio
        
           | jsheard wrote:
           | It always supported Win/Mac/Linux (that's what I meant by PC)
           | but iOS seems to have landed on GitHub a couple of months
           | ago, and they neglected to update the website.
           | 
           | https://github.com/ValveSoftware/steam-
           | audio/commit/b86a4284...
           | 
           | Still no consoles or Wwise out of the box, but I suppose
           | developers now have the option to do that plumbing themselves
           | if they think it's worth it.
        
             | spondyl wrote:
             | > It always supported Win/Mac/Linux (that's what I meant by
             | PC)
             | 
             | I would guess that for a lot of people, PC is read as
             | "Windows". Probably in part due to the marketing campaigns
             | of the mid-2000s that would compare "PC vs Mac" which is of
             | course dumb but even in reading that myself, my brain
             | swapped out PC for Windows
        
               | taeric wrote:
               | From Valve, specifically, they have gone a long way to
               | making it so that PC reads as "Steam." Has some
               | shortcomings, I think, but largely works.
               | 
               | Does leave Mac out a bit. Such that I think you have a
               | point. Not sure how much the market for this software
               | makes that distinction, though.
        
               | cassianoleal wrote:
               | A lot of games on Steam work natively on mac. With the
               | game porting toolkit, it's likely that the vast majority
               | of them work - though maybe not all too well.
        
         | bugbuddy wrote:
         | I bet they did not release the source code immediately because
         | they wanted to make sure there was no patent infringement
         | hiding anywhere in it.
        
       | jorvi wrote:
       | I wish they developed this further as a cross-platform competitor
       | to Windows Sonic / Dolby Headphones / DTS Unbound.
       | 
       | It's quite nice to got quasi-surround from a 5/7.1 source with
       | just some headphones and HRTF magic, and its one of the biggest
       | things I miss with gaming on Linux.
        
         | viraptor wrote:
         | You can enable that manually as long as the app exposes enough
         | outputs. https://kaeru.my/notes/pipewire-surround-headphones
        
       | justin66 wrote:
       | A couple of impressions from someone whose knowledge of this is
       | limited entirely to the project landing page:
       | 
       | https://valvesoftware.github.io/steam-audio/
       | 
       | First, one of the little screenshots references Sansar, so it
       | must be good!
       | 
       | Second, I sense that whatever software is responsible for the
       | screenshot in the background would flunk an Old Man Murray Start
       | to Crate test:
       | 
       | https://www.oldmanmurray.com/features/39.html
        
         | tapoxi wrote:
         | Since they hired Erik and Chet it's been an inside joke at
         | Valve to fail the crate test as soon as possible.
         | 
         | (Erik left and returned, Chet has a YouTube channel now.)
        
           | justin66 wrote:
           | Awesome.
        
       | dark__paladin wrote:
       | Question from someone who is pretty far separated from game dev:
       | Is this now an open source alternative to fmod and wwise?
        
         | jsheard wrote:
         | Steam Audio is only concerned with spatial audio rendering,
         | which is a subset of what Fmod and Wwise do.
         | 
         | Any time you hear dynamically mixed music in a game, for
         | example, that was probably arranged using Fmod or Wwise.
        
           | on_the_train wrote:
           | What in particular feature enables or facilitates dynamic
           | music? Is that not just a different music file?
        
             | jsheard wrote:
             | They provide the editing tools for a musician to build up
             | the dynamic composition and state machine that drives it,
             | plus the runtime component which executes all that inside
             | the game.
             | 
             | It's basically a whole DAW specialized for games:
             | https://www.youtube.com/watch?v=7A1HMOsD2eU
        
               | on_the_train wrote:
               | I see, thanks
        
       | henriquecm8 wrote:
       | I am starting to learn gamedev, in specific I would like to make
       | a stealth game.
       | 
       | Ever since I first read about steam audio, I've wondered if it
       | would be possible to use the sound propagation to determine if a
       | npc has heard a sound. There are probably better ways to do this.
       | And not always the most realistic approach is the best approach.
       | 
       | But I've always found that some games are very inconsistent about
       | how npcs hear you. Sometimes you are in a closed room and make
       | very little sound, and they hear you from outside, other times
       | you are in an open place and they don't hear anything. It seems
       | like some games only check the distance to sound origin, without
       | taking occlusion/attenuation into consideration.
        
         | sclangdon wrote:
         | Most games don't have the time budget for that. Visuals take
         | precedence, and it's not easy to get to 60fps as it is,
         | especially if you're doing a lot of other processing.
         | 
         | And stealth games especially will probably rely a lot on
         | shadows and other visual things, which make rendering more
         | expensive.
        
           | henriquecm8 wrote:
           | That's true, I just like when stealth games go beyond just
           | player visibility, some of my inspirations do that:
           | 
           | - Thief Gold, sound was important, each surface would make a
           | certain amount of noise, and you could damp the noise by
           | covering the ground in moss, or reduce it by walking slower.
           | 
           | - Splinter Cell Chaos Theory: which had a sound-meter with 2
           | indicators, one for the noise you are making and the
           | background noise. I specially like this system because of how
           | it allows you to make much more well-informed decisions.
           | 
           | - Sniper Elite: you can cover the sound of your rifle with
           | loud background noise in some maps, they are regular, and
           | they have cue moments before the loudest part.
        
             | jvanderbot wrote:
             | Not PvE, but Hunt Showdowns use of sound is worth
             | mentioning. Like you mentioned, every surface has a sound
             | and level, animals react to your sight and sound and will
             | make their own noises, weather and env effects cover or
             | uncover sounds, you can use items or gunfire or anything
             | else to decoy. Really great. All a pvp game so you're
             | trying to sneak up on actual people
        
         | kevinh wrote:
         | I'm not sure if anything has it built in, but Thief: The Dark
         | Project (in 1998) had sound propagation. There's some
         | discussion about it here:
         | https://www.ttlg.com/forums/showthread.php?t=151206. I wonder
         | if you could query Unity's navmesh to calculate the distance,
         | but that wouldn't work with, say, someone on the second floor
         | hearing someone outside through the window.
        
           | lytedev wrote:
           | Wouldn't you have an alternate navmesh for sounds with the
           | appropriate "cost" heuristics based on how well sounds
           | propagates through the mesh's material and across media?
        
           | jjmarr wrote:
           | This sounds like a great use of hardware accelerated
           | raytracing. The problem itself is very similar. Sound
           | attenuation can be modelled as transparency.
        
         | arafalov wrote:
         | I am - very slowly - learning Unreal and they do seem to have
         | such functionality. E.g.
         | https://dev.epicgames.com/community/learning/tutorials/5Ed/u...
         | 
         | Since they have a full sound engine built-in as well, I suspect
         | they deal with attenuation, et al correctly.
        
         | ssfrr wrote:
         | What you probably want is to place a virtual listener/receiver
         | where the NPC is, so the system would use the same rendering
         | that it does for the player. Then you put an envelope detector
         | on the signal and you have an approximation of how much sound
         | is reaching that NPC.
         | 
         | You could also render the player sound separately from
         | environmental sounds. So the NPC only hears the player if their
         | sound exceeds the environmental noise.
         | 
         | You could get real fancy and do some directional processing on
         | the NPC so they'll go in the apparent direction.
         | 
         | It's probably overkill though. You could probably do a much
         | cheaper approximation and it would feel about the same to the
         | player. It would be fun to test it out and see though!
        
         | duped wrote:
         | I'm no expert but one issue is that "correct" sound propagation
         | needs to handle frequency dependent refraction (why sound is
         | muffled coming from the other room, in additional to leakage
         | through the wall).
         | 
         | One total hack I would imagine would work alright is to render
         | the scene twice, once displayed to the player and the other
         | where the only light sources are the player's sound and
         | walls/windows/etc just have some opacity changed. If the light
         | around the enemy is above a threshold the player is detected.
         | You wouldn't need to render the whole scene, just the area
         | immediately around the player, and avoid doing it if there are
         | no enemies.
         | 
         | Another hack that would be more involved would be to compute a
         | kind of graph for the whole level and when a player makes
         | noise, you propagate it through the graph using precomputed
         | weights. You'd have to handcraft a graph for every level. But I
         | could imagine this getting the best results in terms of
         | performance and gameplay, since you could tune it per scene.
        
       | jestarray wrote:
       | How does this compare to fmod?
        
       | diimdeep wrote:
       | That's good, since similar project from [1] Google as often
       | happens is dead.
       | 
       | [1] https://github.com/resonance-audio/resonance-audio
        
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