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EDIT: the first draft is available here! Go check it out

I can only attach 1 video to this post, but there are 8 more here on Dropbox.

I have a feeling this next video is going to be my best one yet. The audio sounds incredible and I'm having fun creating these little worlds to demonstrate raytracing with.

The script is up to 2000 words, which is the same length as my voxel optimisation video, so I think this video will be about 15 minutes long. This video will cover:

Mono, stereo and spatialised sounds

HRTF / binaural audio

Occlusion / muffling

Reverb / echo

Directional ambience

Permeation (thick vs thin walls)

Spatialised audio visualisation for deaf players

Optimisation and raytracing

I've also bought sound dampening panels, which I'll stick on my walls to reduce the echo when recording the voiceover. Hopefully it sounds better as I've received a few comments saying that it lets my videos down.

That's all for today, back to work on these animations!

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vercidium

Thank you! Yes the rays determine how occluded each active sound source is, so that sounds that are underground or in another room are muffled. Check out the room_rays.mp4 video on Dropbox :) OpenAL Soft manages the doppler effect for us, so if a sound zooms past the camera you'll hear it's pitch change. OpenAL Soft also simulates the speed of sound, so it takes distant sounds a while to reach the camera

김병철 (edited)

Comment edits

2026-09-06 06:00 Fantastic. There have been many ways to utilize raycasting in game audio, but this video is really nice and well done. Was the video above created using “OpenAL Soft”? Is it possible to adapt this to Unreal Engine?
2025-02-03 10:45

vercidium

Thank you :) Yes OpenAL Soft is used to play the sounds, and apply HRTF, low pass filters reverb OpenAL Soft is a low level C library so I could port this to C or C++, which can then be used in unreal engine. I’ll add it to my list!

vercidium

It runs incredibly quickly, I’ve had to slow the rays down here for the animation haha. I’ll run some benchmarks tomorrow to get the latest numbers I could port it to C or C++ and release it as a paid UE plugin. OpenAL Soft is written in C so it would work nicely