steam-audio

Steam Audio (by ValveSoftware)

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NOTE: The number of mentions on this list indicates mentions on common posts plus user suggested alternatives. Hence, a higher number means a better steam-audio alternative or higher similarity.

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steam-audio reviews and mentions

Posts with mentions or reviews of steam-audio. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2025-03-12.
  • Show HN: AudioNimbus – Steam Audio's immersive spatial audio, now in Rust
    3 projects | news.ycombinator.com | 12 Mar 2025
  • Valve releases Team Fortress 2 game code
    14 projects | news.ycombinator.com | 18 Feb 2025
    >Source 2 replaces everything with in-house developed alternatives

    Do you have a link for this? I know the sound system is theirs as they open sourced it.[0] What about physics?

    Also, I agree that they should open source Source 2 if possible. They gain almost nothing by having it closed source and gain a lot by giving developers a better deal than Unreal because more money saved on the engine means either cheaper or better/long games. (At least assuming both engines are equivalent which they are not, but in theory.) Meanwhile Epic is using Unreal as a carrot for developers to release their games in Epic Store.[1]

    [0] https://valvesoftware.github.io/steam-audio/

    [1] https://www.theverge.com/2024/10/1/24258723/epic-games-store...

  • Audiocube – A 3D DAW for Spatial Audio
    1 project | news.ycombinator.com | 30 Jan 2025
    It's funny to see this now because I've been for a couple weeks looking into audio spacialization. After a lot of research and even trying to write my own spatializer plugin, I found that Game Engines have probably the most complete toolset to do this task. (Specifically I'm using Godot with https://valvesoftware.github.io/steam-audio/).

    Steam audio is pretty awesome in that regards because it supports HRTF and all the physical based goodies like occlusion/reflection and sound propagation. So you can get really really immersive spatial audio.

    The only downside with this solution is that you can't do offline rendering. So my question is:

    can Audiocube do offline rendering? seems like it would be one killer feature for my use case.

  • Steam Audio
    1 project | news.ycombinator.com | 15 Jan 2025
  • Why Gelsinger was wrong for Intel
    1 project | news.ycombinator.com | 9 Dec 2024
    > The result is that games today have worse spatial audio than games that came out 20 years ago

    This was already solved 7 years ago, but few games actually make use of it: https://valvesoftware.github.io/steam-audio/

  • Ask HN: Create audio software akin to physics engines?
    4 projects | news.ycombinator.com | 20 Jun 2024
    If you need for game reasons, I would advise to inspect the code of OpenAL soft which has lots of interesting concepts implemented and also to read the documentation on Steam Audio - this one is also open source too, so you can take a look on valve's implementation here: https://github.com/ValveSoftware/steam-audio

    I would at least take a look on how HRTF works as you need to account how humans experience sounds too when simulating audio things.

  • Name it Better (ideas for making more informative names)
    2 projects | dev.to | 2 Mar 2024
    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
    1 project | news.ycombinator.com | 21 Feb 2024
  • Valve Makes All Steam Audio SDK Source Code Available Under Apache 2.0 License
    2 projects | news.ycombinator.com | 20 Feb 2024
    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

  • What happened to environmental audio in PC games?
    1 project | /r/pcgaming | 8 Dec 2023
    CS2 sounds cool. It uses Steam Audio.
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    www.influxdata.com | 21 Jun 2025
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