SamSuka
vercidium
vercidium

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Raytraced Audio - Interactive Demo

The first version of the Raytraced Audio Demo can be downloaded here.

This demo is only available to Patrons at the moment. Testers who signed up via https://vercidium.com/audio will gain access next week.

Download and extract the zip file above, then run sectorsedge.exe. This demo is built using my old game Sector's Edge, hence the file name.

Edit: the texture issues on AMD cards has been fixed and a new version uploaded to the Dropbox folder above

Setup

The game will prompt you to select a graphics preset when you first run it. If you're facing crashes or performance issues, select ' Toaster'.

Settings are saved to AppData / Roaming / vercidiumaudio

You'll then be dropped straight into the level. The controls are:

Controls can be changed in Settings > Keybinds in the top right

Debug UI

The UI in the bottom left of the screen shows wind direction, reverb properties, and keybinds

Voices

A voice is a sound 'trigger' or 'spawner'. Press F2 to create one where your character is currently standing.

Then click the UI popup and press any key on your keyboard.

If you need to release your mouse cursor, press escape

Then select a sound type, e.g. ExplosionGrenade from the dropdown menu.

Now you can press N (or the key you chose) to play a sound at this location. You can change the keybind or select a different sound at any time.

When a sound is playing, click the lock icon on the right to view stats

The VercidiumVoice sound plays for about 8 minutes. If you want to stop it, click the pause icon on the top-left of the voice

Settings

Press escape to show the top-left settings menus. Here you can change between maps, alter the weather, change reverb parameters, and alter formulas (more on this below).

The reverb settings allow you to adjust the room size, and select different reverb presets. To mute all sounds and hear only the reverb, enable the 'Reverb Only' setting

Formulas

If you click the Variables tab in the top left, you'll see these two graphs:

These graphs are controlled by the voice_formulas.cs file, which is in the same folder as sectorsedge.exe:

These formula files allow you to directly change some of the C# code within the raytraced audio system. This is only available for developers, and will not be shipped with your actual products. As an example, this code changes the muffle graph to be a sin wave (unrealistic but demonstrates how the graph works):

For reverb_formulas.cs, you MUST write to these 5 variables:

Any syntax or runtime errors will be saved to these files:

Variable Reference

Within both files, you have access to these variables:

Within voice_formulas.cs, you have access to these variables:

Within voice_reverb.cs, you have access to these variables:

Tech Support

If you're facing issues running the demo, please send me your log files from this folder. You can reach me via email at mitchell@vercidium.com, via our Discord server, or send me a message here on Patreon.

I've only tested this demo on Windows, but it may run on Linux under Wine/Proton. A native Linux version is on my roadmap, it should be pretty simple now that everything is cross platform (.NET 8, Silk.NET, etc)

Demo V2 Roadmap

This is version 1 of the demo and is missing a few features like Deaf Visualisation.

Version 2 of the demo will be released some time this week and will contain:

Godot Roadmap

Unreal Roadmap

Raytraced Audio - Interactive Demo Raytraced Audio - Interactive Demo

Comments

I found that Dolby Atmos for Headphones is taking effect, did you add Dolby support or Dolby is just doing the job on its own? With Dolby enabled, the sound localization is so much more realistic thanks to HRTF.

Apermesa

That's awesome to hear, thanks for sharing

Vercidium

kinda ran around and fucked around ngl, played with all the preset sounds in different places and made small situations that you would hear in like in a active raid or fight in war. It really nails the spot on it honestly.

KyleRoxy


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