Godot Steam Audio
Godot A GDExtension that integrates Valve's Steam Audio SDK into Godot 4.4. Provides real-time acoustic simulation including geometric occlusion, sound transmission through surfaces, distance-based attenuation, room reverb via reflections, and spatial ambisonics rendering. Supports dynamic geometry updates.
Currently in alpha with working Linux and Windows builds. Includes basic scene setup nodes and runtime effects processing. Planned features include baked reflection maps for performance optimization and expanded raycasting configuration.
The extension wraps Steam Audio's Apache-licensed SDK, which is used in production titles like Counter-Strike 2 and Half-Life: Alyx. Intended to provide feature parity with official Unity and Unreal plugins. Note: the author has stated they are no longer actively maintaining the project and welcome community forks.
Spatial audio SDK from Valve. Provides geometric acoustics (ray-traced occlusion, early reflections, late reverb) and HRTF-based binaural rendering with a single core library plus first-party integrations for the four main game engines and middlewares.
The core is C++ under the hood. You can either link it directly or drop in the Unity / Unreal / FMOD / Wwise integration packages and configure spatializers from each tool's authoring UI. Windows (32/64), Linux (32/64), macOS, Android (armv7/arm64/x86/x64), and iOS.
libmysofa
Standalone libmysofa is a C library for reading and processing Head-Related Transfer Function (HRTF) data stored in AES SOFA files conforming to the AES69-2015 standard. It provides functions to load SOFA files, extract HRTF filters for specific spatial coordinates, and convert between Cartesian and spherical coordinate systems.
The library handles automatic normalization of HRTF data, nearest-neighbor interpolation for arbitrary listener positions, and efficient caching of multiple SOFA files. It supports both integer and floating-point filter extraction with configurable sample rates and neighbor search parameters.
Designed for integration into spatial audio engines and renderers, libmysofa offers both simple and advanced APIs for developers who need direct access to HRTF data without implementing SOFA parsing from scratch.
A cross-platform spatializer plugin that integrates spatial audio processing into Unity projects. The plugin uses efficient DSP algorithms to render head-related transfer functions (HRTF) for immersive 3D audio positioning. Designed to fit Unity's audio engine architecture, it supports both Windows and Android platforms.
Version 2.0 represents a complete rewrite focused on performance optimization and cross-platform compatibility. The plugin uses a multi-source mixer architecture that reduces CPU overhead compared to previous implementations. While an older HoloLens 2-specific version (v1) offered hardware DSP offload, the current version prioritizes flexibility and integration with Unity's audio pipeline.
Note: the GitHub repository was archived (made read-only) in July 2024 and is no longer actively developed, though it remains usable for existing projects. It enables realistic directional audio cues essential for VR, AR, and immersive gaming experiences.