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Show HN: AudioNimbus – Safe Rust Wrapper for Steam Audio

https://github.com/MaxenceMaire/audionimbus/releases/tag/0.12.0

I just released a new version of AudioNimbus. AudioNimbus is a safe Rust wrapper around Steam Audio, Valve's library for physics-based spatial audio (occlusion, reflections, reverb, HRTF) in games.v0.12.0 comes with support for the latest Steam Audio version, major safety improvements, improved API ergonomics and documentation.The library also includes an 'auto-install' feature that...

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Show HN: Spatial audio demo in Rust using AudioNimbus/Steam Audio

https://www.youtube.com/watch?v=zlhW1maG0Is

A few weeks ago, I introduced AudioNimbus [1], a Rust wrapper for Valve’s Steam Audio, bringing immersive spatial audio to Rust projects.To demonstrate its potential, I've created an interactive demo [2] where you can walk around different levels and experience it in action, including:- HRTF rendering for precise directional sound- Physical occlusion (dynamic muffling of sound through walls)-...

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Thank you! I’m excited to see how Rust evolves in the game dev scene in the coming years. While I think the ecosystem isn’t quite mature enough yet for widespread adoption by larger studios, it’s growing rapidly, and I believe Rust offers some really interesting advantages that make it a strong contender for the future of game dev. Let me know if you ever build something cool in this space!
> Does steam audio require integration with the steam client?

No, Steam Audio is a standalone library and does not require integration with the Steam client.

> Are there additional licenses?

Steam Audio is released under the Apache 2.0 license, which is permissive and allows for both open-source and commercial use.

As for how it works: some effects, like ambisonics or HRTF-based spatialization, don’t require 3D geometry and work purely based on the direction and distance of sound sources relative to the listener.

Other effects, like occlusion, reflections, and reverb, rely on a scene description (the 3D geometry and material properties of objects in the environment). For example, sound waves can reflect off walls or be absorbed by soft materials.

Simulating these effects in real-time can be computationally expensive, especially for complex scenes. To optimize performance, effects like reflections can be pre-baked using probes placed throughout the scene.

Show HN: AudioNimbus – Steam Audio's immersive spatial audio, now in Rust

https://github.com/MaxenceMaire/audionimbus

Hi HN! I’m excited to share AudioNimbus, a Rust library that brings the powerful spatial audio capabilities of Steam Audio to the Rust ecosystem. Whether you’re building games, VR/AR experiences, or simulations, AudioNimbus makes it easier to integrate realistic, immersive audio into your projects.Steam Audio is a toolkit for spatial audio, developed by Valve. It simulates realistic sound...

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