Steam Audio Delivers an Advanced Spatial Audio Solution for VR Games and Apps
Valve unveiled recently, through a blog post, the announcement of Steam Audio SDK source code release and all related accessories, with which Now developers have the freedom to adapt Steam Audio to their needs and use modified versions in various products, including commercial ones, without having to open the source code of the changes made.
This movement Not only does it open new possibilities for the developer community, but also invites those interested in the development of Steam Audio to actively participate in the project, as they now have the opportunity to contribute their own changes and improvements to the project, which can further improve the platform and adapt it to a variety of applications and scenarios.
We are pleased to announce that with the latest version of Steam Audio, the complete Steam Audio SDK source code is now available as open source. With this release, we aim to give more control to developers, which will lead to better experiences for their users and hopefully valuable contributions to the broader community of developers using Steam Audio.
This comes after receiving a lot of valuable community feedback and contributions to plugins that are already available as open source (Unity, Unreal, and FMOD Studio), and we want to bring those same benefits to the core SDK.
It is mentioned that Despite this opening, Valve will continue to support and develop Steam Audio as it has done until now, maintaining its commitment to quality and innovation in the field of audio. Additionally, Steam Audio will continue to be supported on a wide range of platforms, including Linux, Windows, macOS, Android, and iOS, ensuring its accessibility and usability in a variety of development environments and applications.
For those who don't know about Steam Audio, they should know that offers a series of powerful tools for working with 3D surround sound in various applications, including computer games and virtual reality systems. Your ability to simulate realistic sound environments, taking into account the position of the listener, head movement, distance from the sound source and other factors, is essential to create an immersive and adaptive audio experience.
Finally, it is worth mentioning that the code is written in C++ and published under the Apache 2.0 license and if you are interested in being able to know more about it, you can consult the details In the following link.