As promised, here's a sober well-informed take on why moving away from Steam Audio may NOT be such a bad thing.
VIDEO: https://www.youtube.com/watch?v=UvNRmQH7H-I
This builds upon the audio discussion in the recent ScavTalk podcast.
My goal is to help us appreciate what goes on behind the scenes with sound propagation and to breathe a sigh of relief that there's no better time than now for BSG to scout out replacement audio solutions, especially as they're nearing the finish line for v1.0 (make your predictions NOW! now! now! haha).
Also, a lot of people have said that HUNT uses Steam Audio. I throw that myth in the trash and bury it five times over, with receipts. So if you're looking to win the next EFT Jeopardy contest, this might be worth brushing up on 😉
As always, if you have any questions or comments, put'em here and over the next day or so, I'll be sure to respond!
P.S. And one thing I forgot to clarify in the video is… When I talk about baking sound computations, remember that Steam Audio CANNOT bake sounds for moving sound sources. It can only do it for static sound sources (and even then, it's not that great). That's why it has to "fall back" to real-time stuff which, as I hopefully demonstrate for you, is hella resource intensive at scale.
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