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I am in the process of creating an app targeting the Hololens 2, and need the ability to spatialize and simulate realistic sounds from a given source. I need the benefits that come from occlusion, ray tracing, material transitivity, and more. However, it looks like steam audio does not officially support UWP platforms.
Still I would like to see how much of it actually works on the device, and how much of it breaks. To get this, I want to basically force steam audio to run its spatialization algorithms.
Currently, when an audio is spatialized with steam audio, there is not sound. When using the Steam Audio Manager, there is an error stating the platform is not supported. Is there any way to bypass these restrictions?
The text was updated successfully, but these errors were encountered:
@DivinorWieldor While Steam Audio does not currently ship with UWP binaries as part of our release process, the full source code is available, and with slight modifications, it should be possible to get it working on UWP devices. See, for example, the following pull request: #349.
Briefly, you will have to make changes to the core Steam Audio SDK (phonon.dll), and the plugins for whatever game engine and/or audio middleware you're using. You'll have to modify the CMake scripts to add appropriate compiler flags for compiling in UWP, and potentially update various platform-dependent #define directives at various places in the code.
Since Steam Audio can also build all of its dependencies from source code, it should also be possible to make a minimal set of dependencies run on UWP.
I am in the process of creating an app targeting the Hololens 2, and need the ability to spatialize and simulate realistic sounds from a given source. I need the benefits that come from occlusion, ray tracing, material transitivity, and more. However, it looks like steam audio does not officially support UWP platforms.
Still I would like to see how much of it actually works on the device, and how much of it breaks. To get this, I want to basically force steam audio to run its spatialization algorithms.
Currently, when an audio is spatialized with steam audio, there is not sound. When using the Steam Audio Manager, there is an error stating the platform is not supported. Is there any way to bypass these restrictions?
The text was updated successfully, but these errors were encountered: