Raytraced Audio Demo

Ойындар

Raytraced Audio now understands the difference between indoors and outdoors, as well as small vs large rooms.
Vercdad and I took everything out of the garage so it could be cleaned, and I noticed it had an echo it didn't have before. This made me realise I was doing audio raytracing wrong this whole time.
I realised the garage now had an echo because every surface of the garage was reflecting sound back to me, i.e. no sound waves were getting lost behind the car, fridge or boxes that were there before.
The problem with the old raytraced audio system was that it only used two reverb presets:
- small wooden room, modified to have a longer decay time
- outdoor plains
It would then interpolate between the two based on the size of the room around the player.
This meant the smaller the room around the player, the longer and stronger the reverb was. I then left the garage, walked into the kitchen, and there was no echo, even though the kitchen is smaller than the garage. I had it all wrong!
The kitchen didn't echo because sound was able to leave the room and disperse into other rooms. This means I had to control reverb based on how much sound came back to the player, and how far it travelled before it came back.
Each time an audio ray bounces, it checks for line of sight back to the player. The first bounce always has line of sight as it originated from the player, then the subsequent 7 bounces perform a raycast back to the player.
Each time it bounces and reaches the player, the total distance from that surface to the player is accumulated. If the ray reaches the edge of the map, it is marked as an 'outdoor' ray and treated as lost energy. The 'Room Size' and 'Outdoor %' variables at the bottom of the screen reflect this.
The average distance that every 'indoor' ray travelled is used to interpolate between two reverb presets:
- small wooden room
- large factory hall
Finally, this is interpolated with the outdoor plains preset based on the percentage of rays that are 'outdoor' rays.
All raytracing is continuously performed on a background CPU thread as the player moves around and/or the environment gets destroyed.
You can try it out on our beta branch by entering the code betabetabeta on Steam: sectorsedge.com/s/iua6

Пікірлер: 94

  • @farhadaa
    @farhadaa8 ай бұрын

    The echos and reverbs are incredible, you can hear a lot of details that most games are missing that just adds to the immersion.

  • @wantdatcadpat44
    @wantdatcadpat44 Жыл бұрын

    This sounds so cool. Like Ramsay said, guns are too quiet but this is sick

  • @GreatMossWater

    @GreatMossWater

    2 ай бұрын

    Loudness is relative, so something can be made to feel loud by making other sounds quieter during any shots fired.

  • @justGoscha
    @justGoscha Жыл бұрын

    This is impressive. I've been interested in sound propagation tech in forever. And yours is one of the most impressive and dynamic implementations I have seen so far. Commercial game/sound engines are so far behind it's unbelievable. But this is one of these areas where indie devs can truly impact the innovation massively! It's so exciting to see honestly. There is so much potential. Stealth games could use it to actually simulate sound and make NPCs react to sounds in the world etc. Even more immersive games for blind people. Tools for better navigation. AR / VR games etc.

  • @Vercidium

    @Vercidium

    Жыл бұрын

    Thank you so much!

  • @atomictraveller

    @atomictraveller

    8 ай бұрын

    yeah, but if people were intelligent and capable then they wouldn't be easy to control. you're right by the way, game audio is terribly far behind. i'm that (one of the) audio dev the other audio devs drove out (ma5ons) because i would put them all out of business. i'm happy to tell you fft(log10(fft())) is how to derive the cepstrum. no one else in audio will. the first thing to model is the ground plane. next time a jet passes overhead, duck your head towards the ground real fast, and you'll hear the perceived pitch is 100% dependent on the distance your head is from the ground. that should tell you... model ground plane reflections if you want sommething engaging and realistic! xoxos

  • @Twiddle_things

    @Twiddle_things

    4 ай бұрын

    I am not a developer nor programmer (yet) but always theorise on possible algorithms, engines and systems. I thought that enemies and NPCs could react to sound based on proximity. You make a sound amount of units away, and the closer the NPC is the more likely they are to take notice. Then I realised that you don't play in a vaccuum, that there'll be obstacles and all sorts of materials to suck up and manipulate the sound. Closed doors to muffle and pillows to scream into. I gave up on the idea Sound ray tracing, though? That's bloody genius

  • @ramsy66
    @ramsy66 Жыл бұрын

    Wait how does this only have 200 views?! This is incredible. One of my bug-bears in a game is when you can't tell where a noise is coming from. The RE4 remake is terrible for this. Things in another room sound right next to you. Technology like this is something I never realised how much I needed.

  • @mastershooter64

    @mastershooter64

    Ай бұрын

    CS:GO has pretty good directional sound (so does CS2)

  • @aidanm5578
    @aidanm55784 ай бұрын

    This is way more immersive than a sound track. Immersive and informative.

  • @mcchickengrip423
    @mcchickengrip4238 ай бұрын

    bruh. first we had to worry about getting good enough GPUs to run raytracing and now we gotta worry about getting good enough headphones to listen to raytracing?? 💀

  • @Vercidium

    @Vercidium

    8 ай бұрын

    It runs on background threads on your CPU (no RTX GPUs needed) and no special headphones needed either :)

  • @ifrite3

    @ifrite3

    4 ай бұрын

    if you can hear it in the video, you don't need better headphones, talk about room temp iq 💀

  • @Twiddle_things

    @Twiddle_things

    4 ай бұрын

    Your headphones aren't the ones doing the calculations lmfao

  • @fyvefouroh

    @fyvefouroh

    4 ай бұрын

    @@ifrite3I'm pretty sure he was joking, it made me exhale slightly! That means it was a decent joke

  • @pyropulseIXXI

    @pyropulseIXXI

    3 ай бұрын

    Has nothing to do with good headphones… it is literally just ray tracing with the audio volume correlated to the ray trace Your headphones aren’t doing the calculations ffs

  • @sneedle252
    @sneedle2524 ай бұрын

    PLEASE keep this up. It's insanely immersive.

  • @pacifiky
    @pacifiky2 ай бұрын

    This really adds so much to the immersion in games, I wonder if sound cards would come back for this (this has so much potential)

  • @miguelparadinha789
    @miguelparadinha7899 ай бұрын

    Looks really fun! Nice job :D

  • @Vercidium

    @Vercidium

    9 ай бұрын

    Thank you! Was fun and rewarding to work on too

  • @nikto738
    @nikto738 Жыл бұрын

    looks beatiful!

  • @Neceros
    @Neceros4 ай бұрын

    amazing job bro. echos seem... somehow slightly wrong to me, but I can't say why

  • @Shacode
    @ShacodeАй бұрын

    Holy this sounds good! - as a musician!

  • @TheTimeshadows
    @TheTimeshadows2 ай бұрын

    Sounds wonderful in my headset.

  • @ramsaybolton9151
    @ramsaybolton9151 Жыл бұрын

    This is sick, the guns sound too quiet though

  • @sussyslurp
    @sussyslurp8 ай бұрын

    holy shit thats beautiful

  • @Sunnyside845
    @Sunnyside845 Жыл бұрын

    This game is so fun.

  • @platinumsun4632
    @platinumsun46324 ай бұрын

    this is cool, reminds me of ace of spades.

  • @oouziii4679
    @oouziii46797 ай бұрын

    Wow thats insane more games need to rethink their audio

  • @scarcat2469
    @scarcat24699 ай бұрын

    This is amazing!!!!

  • @Vercidium

    @Vercidium

    9 ай бұрын

    Thank you!

  • @stormolflak
    @stormolflak4 ай бұрын

    Description is fun to read!

  • @JZStudiosonline
    @JZStudiosonline4 ай бұрын

    Any chance it works with arbitrary speaker arrays like 5.1, 7.1, and Atmos? And do different materials have different reflection/absorption values? How about transmission? There was a pretty impressive UE5 audio demo where they voxelized the world and did some audio raytracing in a cave so you could hear a noise on the other side of the cave wall, but also that the opening to get there was behind you. Assumingly this also works with this, depending on bounce count.

  • @sebastianjost
    @sebastianjost6 ай бұрын

    How does audio raytracing work? Dows it include the effect of sound eaves bending aroumd objects of appropriate size?

  • @boris_raduloff
    @boris_raduloff7 ай бұрын

    I don’t even care about the sound the gameplay looks hella fun

  • @fatspazz2620
    @fatspazz2620 Жыл бұрын

    super cool, but as aonther commenter said gun sounds are too quiet, and ambient sounds are much too loud, which makes the sounds feel washed out. Maybe its just youtube compression?

  • @stephenleskowat4482
    @stephenleskowat44827 ай бұрын

    This is amazing! soooo cool! I wonder how hard it was to adapt ray tracing to audio?

  • @Vercidium

    @Vercidium

    7 ай бұрын

    Took me a while! About a year all up

  • @jamesmnguyen
    @jamesmnguyen5 ай бұрын

    Could you accelerate this type of audio engine by using gpu ray tracing? Or would the latency transfering the data back and forth make it worthless?

  • @UmmerFarooq-wx4yo
    @UmmerFarooq-wx4yo4 ай бұрын

    Sounds like mars, or underwater. Well for this single channel mobile speaker. Wonder how it sounds like on a 7.1 surround sound system.

  • @aesthetig-m
    @aesthetig-m8 ай бұрын

    It (the video) sounds a little bit weird on my setup. Does game implements HRTF by any chance? I use special software for headphones - Realphones, it includes HRTF. Because of double HRTFs video might sound too "wide".

  • @Vercidium

    @Vercidium

    8 ай бұрын

    Hey yep this uses HRTF, but the directional audio is lost when it's mixed down to stereo. I'm curious how your headphones are converting it to HRTF again

  • @aesthetig-m

    @aesthetig-m

    8 ай бұрын

    ​@@Vercidium Basically it's a complicated crosstalk between 2 channels with various settings. It's supposed to sound like you're listening to monitors in a studio with adjustable speakers angle, HRTF, room reflections, etc. There is quick demo where anyone can listen how it sounds on practice Pn79eiCqHnE I also have a video with demonstration how it sounds in games haJDaKe3uUs

  • @pobillibrari
    @pobillibrari2 ай бұрын

    Incredible. Do you know if mainstream games use this technique, or is this out of the picture rn? It's difficult to find videos about "3D sound", lucky me i though of "audio raytracing". Very nice work, I'm happy to see it

  • @pobillibrari

    @pobillibrari

    2 ай бұрын

    I thought movies were using software like this because sometimes I get the surround effect on my headphones, but maybe this effect hasn't been so important for now

  • @MrSnapatya
    @MrSnapatya7 ай бұрын

    This is amazing, is your raytracing audio engine open source by chance? I'd love to take a look at it!

  • @Vercidium

    @Vercidium

    6 ай бұрын

    Thank you! It isn’t, but I have a technical video planned for it and will share the code on Patreon

  • @puddlejumper3259
    @puddlejumper32596 ай бұрын

    That's cool but what is the cost of calculating this continuously vs baking it into some sort of octree?

  • @melfely474
    @melfely4747 ай бұрын

    What hardware is this test being ran on? Because if it’s very high end hardware your performance is quite fair, but if it’s midrange hardware I am very impressed by the frame rates you achieve in this game!

  • @Vercidium

    @Vercidium

    7 ай бұрын

    I have an i7 10700 CPU, but this audio system doesn’t affect frame rate as the whole thing runs on background threads

  • @Dodgelovesyou
    @Dodgelovesyou Жыл бұрын

    what are those green particles leaking off?, btw the ray trace audio is so cik

  • @Vercidium

    @Vercidium

    Жыл бұрын

    One of the bots was using a corrosive shotgun, which slowly eats away at the map

  • @Dodgelovesyou

    @Dodgelovesyou

    Жыл бұрын

    @@Vercidium oh wowww thats cool

  • @Farlayy
    @Farlayy6 ай бұрын

    needs some work but audio is the most overlooked aspect of games. A game can have bad everything but if the audio is good, realistic, and impactful it REALLY immerses you. (the sound used just isn't high quality enough to show off the tech)

  • @mash5a
    @mash5a5 ай бұрын

    It still kinda sounds like noises that happen right next to you only play on one channel. It's probably better to tell where things are but feels wrong when the sound is sustained on either headphone.

  • @lamarrite
    @lamarrite4 ай бұрын

    holy shit i remember playing this game a while ago, such a shame it died it was so so much fun :(

  • @yamiteru4376

    @yamiteru4376

    3 ай бұрын

    What is the game called?

  • @lamarrite

    @lamarrite

    3 ай бұрын

    @@yamiteru4376 it was called sector's edge , im pretty sure you cant even look it up on the steam search anymore

  • @lazi21
    @lazi213 ай бұрын

    the most impressive thing about this video is that there is a shotgun in a game that has more range than a q-tip...

  • @denb7429
    @denb7429 Жыл бұрын

    Sounds good! Light ray tracing has a huge impact on performance, what about audio ray tracing?

  • @Vercidium

    @Vercidium

    Жыл бұрын

    No impact on FPS at all - all audio ray tracing is performed on a background thread on the CPU. There’s a slight delay before a sound initially plays, but it’s a matter of milliseconds and I haven’t noticed it myself

  • @flameinthedark
    @flameinthedark7 ай бұрын

    That's how sound supposed to work in R6: Siege

  • @user-hv1ng6yg3w
    @user-hv1ng6yg3w7 ай бұрын

    It's sounds so cool! Does it use binaural audio too?

  • @Vercidium

    @Vercidium

    7 ай бұрын

    Thank you! It does

  • @Breakneck-C4
    @Breakneck-C43 ай бұрын

    WOW

  • @Grow_tf_up
    @Grow_tf_upАй бұрын

    please bring it back! at least for me...

  • @rabbitdrink
    @rabbitdrink7 ай бұрын

    now give each wall a "color" and make it so they reflect only resonant frequencies

  • @Vercidium

    @Vercidium

    7 ай бұрын

    That would be pretty cool!

  • @lookingglassed
    @lookingglassed4 ай бұрын

    I can't believe I missed out on this game. Is there any way at all to still download it for offline singleplayer?

  • @Vercidium

    @Vercidium

    4 ай бұрын

    You can :) There’s a community run discord here with a download link and community server list: discord.gg/t5zhZRJ2w3

  • @SoldatDuChristChannel
    @SoldatDuChristChannel8 ай бұрын

    This is really cool, do you need a level designer?

  • @Vercidium

    @Vercidium

    7 ай бұрын

    Thank you! Not anymore :( the game is shutting down in a couple weeks

  • @TheFlashinPulsar
    @TheFlashinPulsar3 ай бұрын

    There is some unnatural quality to the way it reverbs that makes me stomach churn. IDK if it is the attenuation of the audio, a lack of doppler effect, or how naturally different materials effect the way audio reverbs. I'm just going to guess that the sound propagation has the frequency remain unchanged. In reality there is a lot of modulation of the sound frequency that give it life. Not just because of doppler shift, but small air currents, humidity differences in the room, and a portion of the wave being reflected back from inside the medium that is doing the reflection. As in the material doing the reflection absorbs a portion of the noise and then gives it back out at a different frequency and later in time. Kinda stretching out the echo and shifting it.

  • @Pplouch
    @Pplouch3 ай бұрын

    😍😍

  • @lepusarcticus5363
    @lepusarcticus53637 ай бұрын

    I think... hearing your own gunshots being directional sounds wierd. For me it kinda sounds... off? Not only in this game/demo, but in other games too. All the other effects are fine, i love good directional sound in shooter games. Great job with those

  • @TheUltimateBlooper
    @TheUltimateBlooper5 ай бұрын

    So it's not available on Steam anymore. How come?

  • @RainlessSky

    @RainlessSky

    29 күн бұрын

    because the game isn't being updated for now, and verc likely doesn't want to deal with bug reports or little if any community discussion for a game he doesn't want to work on

  • @Grow_tf_up
    @Grow_tf_upАй бұрын

    i searched your game but it was shutdown, can you at least send the files for me so i can try it?

  • @Galacoo
    @Galacoo8 ай бұрын

    How does this not CONSUME performance?

  • @Vercidium

    @Vercidium

    8 ай бұрын

    The whole thing runs on background threads on your CPU, so it doesn’t slow the game down :)

  • @izbr661
    @izbr6616 ай бұрын

    Avoid hallucinations

  • @Zippy_Zolton
    @Zippy_ZoltonАй бұрын

    only 150fps? smh

  • @Lalovoe
    @Lalovoe6 ай бұрын

    hey i know this game!!

  • @denb7429
    @denb7429 Жыл бұрын

    Hi, why do you use CPU, not graphic or sound card for Raytraced Audio? I mean isn't it better to use cards? And is your raytraced audio just a technology breakthrough for audio in gaming industry? I mean no more rooms and portals or another presets. Like no shadowmaps with lumen in graphics? And main question, Is it real rayrtracing or so called raycatsing?

  • @desoroxxx

    @desoroxxx

    8 ай бұрын

    It is real raytracing NVIDIA made Raytracing the new hotness when Raytracing is super basic everything uses raytracing, a game would have no idea at what you are looking at without raytracing. Raytraced Rendering is what NVIDIA really marketed, but they just labeled it Raytracing so now everyone thing that tracing a ray is crazy expensive and high tech.

  • @Radiobush
    @Radiobush Жыл бұрын

    You’ve got a bit of a halo vibe. But like a better version.

  • @leocrow4849
    @leocrow48496 ай бұрын

    Ok hear me out Could fully blind people potentially play this game? It's believed that all blind (and sighted) people can learn to echolocate. This could potentially be the first 3D game that can accommodate fully blind players

  • @Vercidium

    @Vercidium

    6 ай бұрын

    This has come up a few times! I reckon it’s possible for a slower paced game as there would be way too much going on in a fast paced game like this Since OpenAL Soft supports HRTF, we can play sounds in all 3D directions. This means we could play a high pitched drone/hum for close walls, and low pitch sounds for distant objects. Or the player makes sounds and they can hear it’s echo bounce off the objects in the room I would love to try something like this. Maybe a puzzle game consisting solely of audio? On a pure black screen

  • @serloinz

    @serloinz

    6 ай бұрын

    @@Vercidiumi actually made a puzzle game on a black screen with just audio cues for directions for a ludum dare comp.. it wasn't nearly as good as your raytraced audio as it was just frequency and volume (if i remember haha)

  • @spr_
    @spr_8 ай бұрын

    i actually shivered, gasped and put my hand on my chest once i realised wtf is going on SO BASICALLY WHY MY REACTION WAS SO EXTREME WAS BECAUSE I PLAY TARKOV AND AUDIO IN THAT GAME IS SO GARBAGE ITS LAUGHABLE ;-;

  • @michaelbuckers
    @michaelbuckers8 ай бұрын

    Well it's not raytraced audio is it now? It's just standard EAX effects modulated by some rough raycasting. I checked the description. Imagine my disappointment to learn that this doesn't use RTX to compute the exact delay of each audio ray and synthesize the final sound by overlaying many of them on top of one another using the obtained data. But it does explain why it sounds so weird. You only have 2 modes: infinite room and infinite outdoors! That's not at all how it works. And that's an awful lot of calculations to get soundscape no better than in Half-Life with its manually edited reverb zones. The decay time of the reverb is dictated by surface reflectivity in the room. Which is physically defined by impedance difference between air and the object the sound reflects off of, the better impedance is matched the less of it bounces back. There's also object's ability to dampen its internal vibration. That can be simplified as just "reflectivity" well enough. And delay is literally just the distance the audio ray travels from source to listener, bouncing included. But there are many such distances in the same room for each source of sound, and hence the reverberation effect. By extension, there really is no difference between echo and reverb audio-wise. I guess reverb delay can be approximated as the average length of audio ray, though clearly having an echo there is also important, which would be the modal length of the rays, scaled with its variance.

  • @StanleyKubick1
    @StanleyKubick17 ай бұрын

    it's not ray-traced audio, it's reverb. and you have too much of it

  • @doommaker4000

    @doommaker4000

    6 ай бұрын

    It's ok to not understand, but it's a different thing when you share your opinion as if you did

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