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We've just released Steam Audio 4.6.0
The Wwise plugin supports all the platforms supported by Steam Audio: Windows (32-bit, 64-bit), Linux (64-bit), macOS (Intel, Apple Silicon), Android (armv7, arm64, x86), iOS.
We are excited to announce that with the latest release of Steam Audio
The choice of what features we work on is often driven by the needs of internal projects. For instance, during the development of Half-Life: Alyx, we spent a lot of time working on our hybrid reverb and pathing features, which we later released as part of Steam Audio 4.0.0. These priorities might not always align with partner priorities, so we want to remove roadblocks that prevent partners from implementing spatial audio features that require access to the core Steam Audio SDK. As an example, we may be working on fixing a performance issue in Steam Audio affecting an internal project, but a partner may need Steam Audio ported to a console platform. Making the entire SDK available as open source allows partners to manage the port themselves, and optimize it for their needs, while also allowing them to contribute their changes back if desired.
The major new features of the Unreal Engine plugin in this release include:
The major new features in this release include:

Figure: (Top) Absolute time (in milliseconds) for real-time simulation of environmental effects vs. number of threads. (Bottom) Linear scaling for real-time simulation of environmental effects vs. number of threads. Simulations were performed on Intel Xeon Platinum 8124 CPU @ 3 GHz for 32K rays, 32 bounces, and 16 sources.
Figure: Speedup when baking reverb using Radeon Rays vs. Embree (single-threaded) vs. Steam Audio's built-in ray tracer (single-threaded), for two scenes: Sibenik cathedral (80k triangles) and a Hangar scene from the Unity Asset Store (140k triangles). Speedups are averaged over a range of simulation settings and probe grid densities, and plotted using a logarithmic scale, shown in the graph are relative to Steam Audio's built-in ray tracer.
You can also attach Steam Audio Dynamic Object components to prefabs, and export their geometry data to a file. In this case, not only does Steam Audio handle the motion of prefab instances, it also updates the acoustics when prefabs are instantiated or destroyed. For example, as the above video shows, as soon as a wall object is added to the scene, we start hearing reflections from it. Once four walls and a roof are added, we automatically have reverb.
Figure: Impact on GPU rendering performance when reserving 4 CUs for TrueAudio Next processing. The plots show the average FPS observed on various GPU benchmarks when run at the same time as a TAN benchmark using Steam®® Audio. Measurements obtained using a Radeon™ RX 480 GPU with 4 reserved CUs, 256 total convolution channels and 1.3s IRs. All values are shown as a percentage of a baseline that is obtained when the TAN benchmark is not running. For example, reserving 10% of the available CUs reduces the average FPS in the Timespy benchmark by about 10%.
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