Audio Render CHOP - SteamAudio Occlusion/Reflection/HOA

Since the upcoming audio render chop uses steam audio, there are other features already in the api that could potentially be exposed.

Adding in a way to pass in scene geometry, so that that sound propagation through environments, partial or full occlusion of a sound when an object is in between user and source of audio, and then reflection (directional reverb) of sounds off of surfaces would really change the types of 3d interactive experiences you could make in touch.

A much easier task (but still appreciated!) would be to expose the raw Higher Order Ambisonic mix output available in the api as a separate set of chop channels. The DAT with speaker locations is a great way to allow for more complex setups, but if the raw HOA channels are exposed then any compliant hardware or software decoder can be used (like post processing of data to 5.1 or true HOA geometric speaker arrays in post using specialized VSTs).

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