Vercidium Audio 1.9.0 (Patreon)
Content
A new version of Vercidium Audio is now available. Read the full changelog here.
This post covers what's new in 1.9.0, the roadmap for the next few versions, and there's a community showcase at the end.
If you've tried Vercidium Audio, please let me know your thoughts in this anonymous survey: Vercidium Audio Feedback Survey.
Debug Window
The debug window is now a standalone application. Previously it ran inside the same process as your game, but this caused issues with Godot, crashes on Mac, and sometimes deadlocks on Windows.
Debug rendering is now available on all operating systems, and also works with Godot's GL Compatibility renderer.
WebAssembly, Mobile and Console
As the debug window is now a standalone application, it can now communicate with the Vercidium Audio SDK over TCP or Websocket. This means you can run your game on a separate device / browser / console, and view the raytracing simulation on your dev machine.
Here's an example of the debug window rendering a WebAssembly scene:
Documentation
The documentation site has also received a refresh. Outdated code samples and explanations have been cleaned up, and full documentation for both 2D and 3D SDKs is now provided - you can switch between them in the dropdown at the top of the sidebar.
Documentation for all JS classes and interfaces is also available:
Tooltips now display exceptions on C# and JS methods/setters:
Tooltips also display return codes for C functions in a nicer format:
Roadmap
The pressing tasks at the moment are:
Creating the 2D Godot C++ GDExtension
Updating the Unreal plugin, and posting an Unreal setup video on YouTube
Raytracing optimisations
FMOD integrations
Below is the roadmap for the next few versions.
1.10.0 - 2D Godot Native plugin
The next version will contain a new GDExtension for 2D Godot games. This will complete the set of Godot plugins that are available for Vercidium Audio
2D C++ GDExtension
I also plan to run a Q&A live stream for Godot, to showcase the plugins and address your questions and feedback. Please fill out the Vercidium Audio Feedback Survey to help me know what to cover on stream.
1.11.0 - Unreal Engine
1.11.0 will focus on the Unreal Engine plugin. This plugin is functional, but lacks the same polish that the Godot plugin has. It also needs to support some Unreal-specific concepts like world partitions and level instancing.
I will also publish a video to YouTube showing how to use the Unreal plugin, similar to the Godot video I recently posted.
1.12.0 - Optimisations
I've planned some further features to keep Vercidium Audio performant in larger worlds with many sounds.
Emitter ClusteringNearby emitters will be treated as a single raytracing target. This will greatly reduce the number of rays that need to be cast, reducing raytracing times in scenes with many emitters.
Emitter PriorityA new priority field on each Emitter will determine how often it will be raytraced. This is useful for distant sounds that don't need real-time updates.
Emitter GranularityThis is the same as the priority field above, but controls how far an emitter needs to move before it is raytraced again.
Each of these new features will improve raytracing times for scenes with many emitters.
1.13.0 - FMOD Plugins
This version will introduce new 5 new Godot and Unreal engine plugins that use FMOD as the audio engine:
C# Godot 3D
C# Godot 2D
C++ Godot 3D
C++ Godot 2D
Unreal
I plan to keep the VA* nodes/actors identical across all OpenAL and FMOD plugins for simplicity and easier maintenance. There may be OpenAL- and FMOD-specific properties in each plugin for certain features.
Feedback
Have you tried Vercidium Audio? Please let me know your thoughts in this anonymous survey: Vercidium Audio Feedback Survey.
Community Showcase
Game developer Axyd has integrated the C SDK into their Unity game:
TheTechWiz has spent the last few months on a Unity plugin for Vercidium Audio. Here's their latest progress with a geometry-intense scene:
That's all for this post, thanks for reading!