steam-audio
LabSound
steam-audio | LabSound | |
---|---|---|
9 | 1 | |
2,133 | 705 | |
1.2% | 1.7% | |
8.1 | 7.4 | |
8 days ago | 3 months ago | |
C++ | C++ | |
Apache License 2.0 | GNU General Public License v3.0 or later |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
steam-audio
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Name it Better (ideas for making more informative names)
Here's an absolute nightmare example file tree, from the newly open-sourced Valve's audio engine called Steam Audio:
- Steam Audio 4.5.2 released as Open Source
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Valve Makes All Steam Audio SDK Source Code Available Under Apache 2.0 License
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
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What happened to environmental audio in PC games?
CS2 sounds cool. It uses Steam Audio.
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With the induction of UE5’s integrated real-time lighting system (Lumen); if developers begin utilizing this technology, and Epic optimizes its CPU performance, do you think it will replace ray-tracing? Should AMD keep chasing this feature?
Steam Audio didn't exist publicly until 2017. This is irrelevant. It has gained some use, but mostly in the VR space.
- Anybody using Steam Audio Spatializer with FMOD and Unity? Still having issues with making it work properly.
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Steam Audio
Bookmark this page: https://github.com/ValveSoftware/steam-audio/releases
- I Hope BSG Take's The Criticism Properly
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BSG The Audio of 12.9 needs to be looked into. If you guys don't believe tarkov is a horror game i have proof.
Heh. https://github.com/ValveSoftware/steam-audio/issues/137
LabSound
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Rust Audio Development Forum
Not quite. There would be no JS. The WebAudio API is implemented in Rust. You would just use the innards (buffers, audio graph etc.) and leave it as a Rust framework.
LabSound [0] has done something similar with C++ and WebKit. They took the WebAudio implementation and leave it as a C++ framework.
[0] https://github.com/LabSound/LabSound
What are some alternatives?
m1-web-spatialaudioplayer - Consolidated Mach1 spatial audio player focused on collecting all headtracking input methods and defining best practices
RPiPlay - An open-source AirPlay mirroring server for the Raspberry Pi. Supports iOS 9 and up.
hmdgdb - HMD Geometry Database
chromaprint - C library for generating audio fingerprints used by AcoustID
swiftshader - SwiftShader is a high-performance CPU-based implementation of the Vulkan graphics API. Its goal is to provide hardware independence for advanced 3D graphics.
sc3-plugins - Community plugins for SuperCollider
m1-sdk - simplified cross platform spatial audio framework
IoT-For-Beginners - 12 Weeks, 24 Lessons, IoT for All!
NOMI-VR - NOMI VR Is An Inexpensive, Steam VR Compatible, Open Source VR Headset With Finger Tracking, Haptic Gloves.
OpenFrameworks - openFrameworks is a community-developed cross platform toolkit for creative coding in C++.