Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Steam Audio basically works with floating point audio data. Some low level audio engine needs to supply that data to Steam Audio and play it back through your audio device. If OpenAL allows you to write some custom effects, you can use Steam Audio C API to create custom effects for 3D audio, occlusion etc.
Should we just leave all tricky stuff to your platform and play post-processed audio samples produced by Steam Audio as background sound? Or there is some better approach I dont see?
I guess it's kind of a dumb question but I am stuck here for a bit
But OpenAL doesn't provide support for realtime sound propagation, occlusion and reflections (basically, everything related to in-game geometry), and we were hoping to use Steam Audio for these effects.
In terms of adding support for transmission, occlusion, and propagation, download the Steam Audio C API documentation[valvesoftware.github.io] and check out the Integration Guide. That should help you get a sense of what you need to do to add occlusion and realtime reflection support in your game.
Much thanks!