This is awesome to see! I’d love if we could get an ‘under the hood’ look at how this works. I currently have a game with this type of audio using rays, and it would be helpful to see if it would be a good idea to switch over to this beta in the future.
Some specific questions I have:
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Does this technology use raycasts? If so, is the acoustic simulation done listener → source or source → listener?
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What opportunities will there be for configuring how it calculates sound? I imagine in interesting environments, like on an alien planet for example, sound would behave differently; or if your game has underwater sections, maybe not using terrain water, and you want the audio to react accordingly.
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What are the current performance impacts when using high-fidelity sound simulation?