Releases: ValveSoftware/steam-audio
Releases Β· ValveSoftware/steam-audio
v4.8.0 Release
Steam Audio SDK 4.8.0
- Fix issue with
IPLDistanceAttenuationModeldirty flag. (#473) - Fix
IPLDeviationModelvalidation. (#475) - Fix handling of LFE channels in custom speaker layouts. (#488)
- Merge the following pull requests:
Steam Audio Unity Plugin 4.8.0
- Fix crash due to mismatched API definition.
- Add support for multi-object editing for
SteamAudioSource. (#460) - Fix crash when asynchronously loading a static mesh while using the Embree ray tracer. (#470)
- Merge the following pull requests:
- Update
FMODStudioAudioEngineSource.cs(#478)
- Update
Steam Audio Unreal Engine Plugin 4.8.0
- Fix an issue with exporting dynamic objects that are attached to Blueprint actors.
- Fix issues with exporting instanced levels. (#441)
- Merge the following pull requests:
- Add the ability to dynamic
SteamAudioMaterialChange and export Static Geometry during gameplay (#452) - Adding the
SteamAudioFunctionLibrary(access to SteamAudio functions in blueprints) (#456) - Fix Dynamic Geometry pivot problems (#458)
- Adding a field to specify a minimum LOD to use for export geometry (#462)
- Fix broken implementation of exporting Child actors with the Dynamic component (#463)
- Replace the tick with the
TransformUpdatedfunction in Dynamic Component (#466) - Adding assets cleanup after removing a dynamic component (#468)
- Fix small mistake with modify function (#471)
- Add the ability to export Dynamic Objects during gameplay (#482)
- Fix for the freeze associated with the
CleaupDynamicComponentAsset()function (#483)
- Add the ability to dynamic
Steam Audio FMOD Studio Plugin 4.8.0
No changes.
Steam Audio Wwise Plugin 4.8.0
- Add API function to disable HRTF globally. (#455)
- Fix potential crash when using the Steam Audio Spatializer effect.
v4.7.0 Release
Steam Audio SDK 4.7.0
- Add new API objects (
IPLEnergyField,IPLImpulseResponse,IPLReconstructor) and functions for working with them. This new API functionality allows callers to directly access the raw results of reflection/reverb simulation, convert the simulation results to impulse responses, and directly manipulate impulse responses. - Add new API functions for directly extracting baked impulse responses and parametric reverb data stored in individual probes in an
IPLProbeBatch. - Add support for 16 KB page sizes on Android. (#435)
- Add log messages if OpenCL kernel compile fails.
- Add experimental support for octave bands. By default, Steam Audio performs all frequency-dependent filtering using 3 bands. If the new
STEAMAUDIO_ENABLE_OCTAVE_BANDSCMake option is enabled, Steam Audio will switch to using octave bands instead, which may result in improved frequency-dependent filtering quality, at the expense of increased CPU usage. This feature is highly experimental, and not intended for production use at this time. - Add new API for specifying a custom callback-based deviation model for use in pathing simulation. This can be used to drive pathing EQ using custom curves.
- Add a new pathing effect parameter for normalizing pathing EQ coefficients.
- Update the default model of frequency-dependent attenuation as a function of path deviation, so the attenuation drops off less suddenly with increasing deviation angle.
- Update the distance attenuation calculations used for pathing to use any custom distance attenuation callbacks passed into the
IPLSource. - Improve performance of pathing simulation, both when baking and at runtime. This includes significantly improved per-thread performance, as well as improved distribution of work across multiple threads.
- Move platform defines (
IPL_OS_WINDOWSetc.) fromCMakeLists.txtintoplatform.h. - Update
get_dependencies.pyto useCMAKE_MSVC_RUNTIME_LIBRARYinstead ofCMAKE_CXX_FLAGS. - Fix missing documentation for audio effect tail handling API. (#418)
- Fix documentation for
iplSourceAddandiplSourceRemove. (#419) - Fix issues with
IPLMatrix4x4layout. (#427) - Fix a potential bug where hybrid reverb delay was incorrectly estimated.
- Fix a potential bug where probe batch data was not correctly serialized.
- Update the following dependencies:
- Upgrade Embree to v4.4.0.
- Update zlib to 1.3.1. This resolves an issue with building on macOS 15.4. (#426)
- Update mysofa to latest version.
Steam Audio Unity Plugin 4.7.0
- Add a new Steam Audio Reverb Data Point component, using which reverb impulse responses can be explicitly calculated, stored, and queried for a single point.
- Add C# API documentation for
SteamAudioManager.NotifyAudioListenerChangedandSteamAudioManager.NotifyAudioListenerChangedTo. (#449) - Fix issue where the Max Transmission Surfaces slider was not visible when the audio engine is set to something other than Unity. (#417)
- Fix issue where detailed probe batch statistics were incorrectly displayed.
- Merge the following pull requests:
- adding a null check to destroy in
UnityAudioEngineSource.cs(#429)
- adding a null check to destroy in
Steam Audio Unreal Engine Plugin 4.7.0
- Fix incorrect scene export when a static mesh actor itself has a hierarchy of multiple static mesh components.
- Fix pathing crash in spatializer effect. (#431)
- Merge the following pull requests:
- Fix Adding Reverb Submix to the steam audio settings crash (#443)
- Fix OpenCL devices are never utilized (#445)
- Add nullptr check for OpenCL device (#446)
- Add the ability to map physical materials to Steam Audio Materials (#447)
- Added the ability to turn off/on Steam Audio dynamically (#448)
- Add the ability to select all actors with Geometry Component (#451)
Steam Audio FMOD Studio Plugin 4.7.0
- Remove FMOD API headers from the source code. The build scripts will now look for FMOD API headers using the
FMODROOTenvironment variable, which should point to the FMOD Studio API installation directory. - Add new API documentation for
iplFMODAddSource,iplFMODRemoveSource, andiplFMODSetHRTFDisabled. (#450) - Fix API docs for DSP parameters. (#432)
- Merge the following pull requests:
- Define DSP parameters in
steamaudio_fmod.h(#434)
- Define DSP parameters in
Steam Audio Wwise Plugin 4.7.0
No changes.
v4.6.1 Release
Steam Audio SDK 4.6.1
- Add weighting to EQ calculation for paths.
- Fix potential heap corruption and/or memory leak due to ipl::deleter not freeing arrays correctly.
- Fix potential crash or heap corruption in delay effect in the first frame.
- Fix potential crash or heap corruption in hybrid reverb effect when the transition time is greater than the IR duration. (#398)
- Fix incorrect HRTF normalization when loading an HRTF from a SOFA file.
- Merge the following pull requests:
Steam Audio Unity Plugin 4.6.1
- Fix potential crash when using pathing. (#388)
- Merge the following pull requests:
Steam Audio Unreal Engine Plugin 4.6.1
- Fix potential crash/incorrect audio in occlusion effect. (#408)
Steam Audio FMOD Studio Plugin 4.6.1
- Fix issue in CMake build scripts.
Steam Audio Wwise Plugin 4.6.1
- Update Wwise SDK used to build the plugin to v2024.1.0.
v4.6.0 Release
Steam Audio SDK 4.6.0
- Add API functions for retrieving the tail remaining in various audio effects.
- Add a new CMake option to control linking against static C/C++ runtime (#349)
- Add experimental support for building Steam Audio for WebAssembly using Emscripten.
- Use PFFFT instead of FFTS by default on Android.
- Add ImPlot as a dependency when building interactive tests.
- Update Programmer's Guide for reflection simulation. (#335)
- Fix potential crash when adding/removing probe batches. (#338)
- Fix build with IPP disabled on macOS. (#340)
- Fix potential crash when calling ArrayMath functions on arrays (#351)
- Fix issue with copying dependency libraries from lib64/ (#352)
- Fix issue where an out-of-memory exception was not actually thrown when a memory allocation failed.
- Fix various issues with parametric reverb.
- Fix runtime pathing code to not store a huge #probes x #probes matrix, trading off memory cost with computing distance between two probes during A* calculations.
- Fix incorrect interpolation in the first frame when rendering a delay or EQ effect.
- Fix pathing effect so the EQ now includes proper attenuation.
- Fix crash when a single ProbeManager contains separate probe batches with reverb and pathing data.
- Fix a bug where small EQ values are causing instability in the IIR filter. Limit the range of EQ values. Reset all internal state of AllPass and Delay dsp. Initialize reverbTimes to .0f inside Simulation Data.
- Minor refactoring of SimulationManager::simulateIndirect .
- Minor fixes to the pathing benchmarking script.
- Merge the following pull requests:
Steam Audio Unity Plugin 4.6.0
- Add support for Wwise as an audio engine.
- Split the FMOD-related files and Wwise-related files into separate .unitypackages.
- Use direct API calls instead of C# reflection when calling into FMOD Studio or Wwise APIs. This prevents the API functions from being stripped as an optimization when packaging.
- Configure Doxygen/Sphinx to be optional dependencies, instead of required.
- Fix incorrect evaluation of logarithmic distance curve. (#343)
- Fix exception when attaching debugger to Unity. (#344)
- Merge the following pull requests:
Steam Audio Unreal Engine Plugin 4.6.0
- Add support for Wwise as an audio engine.
- Deprecate Win32.
- Merge the following pull requests:
- Fixed Crash (#361)
Steam Audio FMOD Studio Plugin 4.6.0
- Configure Doxygen/Sphinx to be optional dependencies, instead of required.
- Merge the following pull requests:
Steam Audio Wwise Plugin 4.6.0
This is the first release of the Steam Audio Wwise plugin. All Steam Audio features are supported, including HRTF-based 3D audio, directivity, occlusion, transmission, reflections, reverb, and pathing.
Steam Audio Wwise Plugin 4.6.0 requires Wwise 2023.1.0 or later.
Steam Audio Unity Plugin and Steam Audio Unreal Engine Plugin have been updated to support Wwise as an audio engine.
Steam Audio Wwise Plugin 4.6.0 supports Windows (32-bit, 64-bit), Linux (64-bit), macOS (Intel, Apple Silicon), Android (armv7, arm64, x86), and iOS.
v4.5.3 Release
Steam Audio SDK 4.5.3
- Fix
iplSceneSaveOBJto save the .mtl file when exporting anIPL_SCENETYPE_EMBREEscene. - Fix
iplSceneSaveOBJto also export instanced meshes when exporting anIPL_SCENETYPE_DEFAULTscene. - Fix crash in
iplSimulatorRunPathingwhen changing scenes. (#303) - Update API docs for custom ray tracer callbacks. (#319)
- Fix Embree build settings to allow instanced meshes to work again. (#322)
- Fix crash when
IPLReflectionEffectandIPLSimulatorare created with different number of channels. (#324) - Merge the following pull requests:
- Fix typo in command in build-instructions.rst (#304)
- Fix broken link to build instructions in README.md (#310)
- Set volume in getting-started.rst example (#309)
- Use
IPLuint8instead ofuint8_tin phonon.h (#315) uint32_t->IPLuint32in phonon_version.h to avoid dependency on stdint.h (#325)- Add support for AVX on Linux (#327)
- Fix get_dependencies.py failing to build flatbuffers on macOS (#332)
- Fix incorrect validation (#333)
Steam Audio Unity Plugin 4.5.3
- Add
SteamAudioManager.NotifyAudioListenerChangedTo(Transform transform)to notify Steam Audio that the listener has changed to a specific GameObject. (#323) - Merge the following pull requests:
- fix enterplaymodeoptions interpretation that would consider that the overrides are ticked in the editor, while it is not the case (#321)
Steam Audio Unreal Engine Plugin 4.5.3
- Fix crash when simulating pathing. (#265)
- Fix missing include in
SteamAudioGeometryComponent.cpp. (#316)
Steam Audio FMOD Studio Plugin 4.5.3
No changes.
v4.5.2 Release
Steam Audio SDK 4.5.2
- This is the first open source release of the Steam Audio SDK source code.
- Fix NaNs emitted by the panning effect when outputting to quad, 5.1, or 7.1 speaker layouts if the azimuth calculated for the source direction ends up negative due to floating-point error. (#300)
- Fix bug where changing the IR duration at runtime (e.g. in Unity's play mode) to a value larger than the max duration configured at initialization would cause the reflection effect to emit garbage, due to a buffer overrun in the overlap-save convolution partitioner. (#300)
- Fix crash when initializing OpenCL and one of the installed OpenCL platforms is unable to create devices of the specified type.
- Fix incorrect value for
IPL_CONTEXTFLAGS_ENABLEVALIDATION.
Steam Audio Unity Plugin 4.5.2
No changes.
Steam Audio Unreal Engine Plugin 4.5.2
No changes.
Steam Audio FMOD Studio Plugin 4.5.2
No changes.
v4.5.1 Release
Steam Audio SDK 4.5.1
- Fix crash in
iplSceneCreatewhenembreeDeviceis not zero-initialized but type is notIPL_SCENETYPE_EMBREE(and similar for Radeon Rays). (#294) - Fix issue where simulating reflections with dynamic objects and more than 1 source would give incorrect results if the dynamic object moved with the sources and listener stationary. (#298)
Steam Audio Unity Plugin 4.5.1
- Performance improvement on
SteamAudioManager.GetPerspectiveCorrection. (#296) - Fix exception when a
SteamAudioSourcewith curve-driven distance attenuation is destroyed while reflections simulation is running. (#297)
Steam Audio Unreal Engine Plugin 4.5.1
- Fix bug with occlusion/reflections not updating in Play-In-Editor (PIE) mode. (#293)
Steam Audio FMOD Studio Plugin 4.5.1
No changes.
v4.5.0 Release
Steam Audio SDK 4.5.0
- Add support for iOS. Steam Audio now supports iOS devices (including both iPhone and iPad) using 64-bit ARM processors and running iOS 11.0 or later.
- Add a "validation" mode to the API. When the
flagsfield has theIPL_CONTEXTFLAGS_VALIDATIONflag set when creating anIPLContext, all API functions will perform several additional checks and report errors. This incurs a potentially significant performance penalty, and should only be used to diagnose hard-to-reproduce issues. - Fix crash when trying to bake pathing data in a probe batch that does not contain any probes.
- Fix issue in path simulation where the path visualization callback would not be called if path validation is disabled.
Steam Audio Unity Plugin 4.5.0
- Add support for iOS.
- Add support for API validation mode.
- Fix issue where Unity gets stuck in an infinite C# recompile loop if Steam Audio is imported alongside another plugin that modifies scripting defines. (#282)
- Fix the
Bakerso it looks forSteamAudioStaticMeshnot only at the root of a scene. (#278) - Fix the
GetVerticesmethod for a terrain. (#279) - Allow Steam Audio to load but not run on unsupported platform or when
STEAMAUDIO_ENABLEDdefine symbol is not present. (#280) SteamAudioSourceoptimized to take theSteamAudioSettingssingleton only once. (#284)- Performance optimizations concerning calling
mCurrentScene.Commit();inLateUpdate(#281)
Steam Audio Unreal Engine Plugin 4.5.0
- Add support for iOS.
- Add support for API validation mode.
Steam Audio FMOD Studio Plugin 4.5.0
- Add support for iOS.
v4.4.1 Release
Steam Audio SDK 4.4.1
- Fix bug where pathing simulation outputs were not correctly initialized to zero.
- Fix bug where sample program emits silence instead of spatialized audio. (#271)
- Fix bug where direct effect incorrectly crossfades when called for the first time. (#224)
Steam Audio Unity Plugin 4.4.1
- Significant performance improvements when rendering pathing.
- Allow building a stub plugin on unsupported platforms. (#277)
- Configure the runtime assembly to run only on supported platforms. (#277)
Steam Audio Unreal Engine Plugin 4.4.1
- Significant performance improvements when rendering pathing.
- Fix crash when enabling real-time audio in the editor. (#206)
- Fix bug where reflections mix level parameter does not work.
Steam Audio FMOD Studio Plugin 4.4.1
- Significant performance improvements when rendering pathing.
v4.4.0 Release
Steam Audio SDK 4.4.0
- Update the definition of the
pathRangeparameter ofIPLPathBakeSettingsto now mean the maximum length that a path can have for it to be included in the baked data. - Optimize the path effect significantly for the case where we want to immediately spatialize the output.
- Fix a potential crash when creating an
IPLSimulatorwith only theIPL_SIMULATIONFLAGS_PATHINGflag. - Fix a potential crash when simulating pathing with multiple probe batches.
- Fix a bug where
iplSourceGetOutputsdid not set thenumChannelsornumSamplesvalues unless a simulation completed successfully at least once. - Fix a potential bug when finding valid probes around a source or listener.
- Fix unnecessary memory allocations when simulating pathing.
Steam Audio Unity Plugin 4.4.0
- Fix issue where calling
Stop()and thenPlay()on an FMOD Event Emitter component caused Steam Audio Source to not correctly set parameters. - Update to use new parameters added in Steam Audio FMOD Studio plugin v4.4.0.
- Update build scripts to add support for Visual Studio 2022.
Steam Audio Unreal Engine Plugin 4.4.0
- Update to use new parameters added in Steam Audio FMOD Studio plugin v4.4.0.
- Update build scripts to add support for Visual Studio 2022.
Steam Audio FMOD Studio Plugin 4.4.0
- Add a new parameter to the spatializer effect for passing
IPLSourceobjects via integer-valued handles instead of pointers. The old, pointer-valued parameter is now deprecated. (#244) - Fix issue where no audio is heard in the FMOD Studio editor if Apply HRTF to Direct is enabled. (#260)
- Update build scripts to add support for Visual Studio 2022.