Replace ONSP with Steam Audio
interested
Aev
Steam Audio, as opposed to ONSP allows for far more detail in the way that audio is handled as it bounces on different types of surfaces, passes through air, occludes behind objects, etc. It would create a much more realistic audio experience.
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ni1chigo2115
time is here
Mαlοri
ni1chigo2115 yeah so cool its open source now :D
Maybe vrchat will be able to fix themself the bug they were waiting valve to fix xD
DarkSwordsman
Every instance I've seen of Steam Audio has been poorly implemented with plenty of bugs. Tarkov (also Unity 2019) even just ditched Steam Audio in favor of Oculus Audio because of all the issues they've had with Steam Audio. And I can say based on my experience with CS:GO (Nuke anyone?), Tarkov, and VRChat, the audio in VRChat seems to be much more directional and higher quality.
Unless there's something I don't know about Steam Audio being good or well implemented, I think instead of implementing Steam Audio, the ONSP/Oculus Audio implementation should be improved.
Mαlοri
DarkSwordsman: ONSP only have directionnal audio, but that it from what i understand, steam audio is way more powerfull with realtime audio reflections and occlusions for instance (actually steamaudio is one of the most advanced realtime audio system ever. It do hav some quirks and bug that valve need to iron out tho)
Also iirc steam audio desktop support wasnt introduced untill this (2023) year, so im really not sure if cs:go is or was using it (also as its like competitive and all, it try to stay basic, same way they removed almost all physical bodies interaction compared to older cs. As usage is also pretty important, some games dont need it, others would hav benefits etc)
But yes implementation is very important (and not having bugs too, according to devs here and there its mainly bug valve need to fix before vrc is ready to roll to it), and obv no need to change if done badly, but if done corectly it should be way more immersive as giving way more tools to map creators
good exemple of implementation is obviously half life alyx
edit:mb they were update for better desktop support, but not
new
supportDarkSwordsman
Mαlοri: I mean if it can be done correclty, I am all for it. I've been waiting for proper occlusion and reflection of audio, especially for the worlds I'm in, since it would bring up the immersion that much more.
I just haven't seen any good examples, and only a few examples where it was bad. I will check out Alyx again though. Thanks.
Mαlοri
DarkSwordsman: yup yup
also Steam audio got if fair share of update since then, and vrchat is working closely with valve about it
SplitScream
Ruuubick - Designer in progress as of the july 29 dev update
Kobelt
I imagine this would hugely improve immersion simply by opening up Steam Audio's features to world creators.
Faxmashine
Surprised this request is three years old..! Audio is
such
an important part of VRChat, and I think it's time to make progress on this.VRChat (and Steam Audio!) has come a long way since 2018. ONSP feels antiquated. And having proper occlusion & baked, realistic reverb would be such a game changer.
Fionna
We had a test last night where it was confirmed that audio sounds that pop and stutter, the only fix is to leave the ONSP component in the audio source but unchecked. Probably because if it is off, VRChat adds it back? Leaving the component on but disabled solves this issue. So all in favor of any planned audio upgrades!
Tupper - VRChat Head of Community
interested
It's tough to mark this as "Planned", as we're not specifically nailing down "We're replacing ONSP with Steam Audio". However, we ARE looking into alternate audio spatialization systems for VRChat, which should solve many different problems.
As a part of this investigation, we'll also consider the possibility of tuning/adjusting the current spatialization system for improved fidelity, features, and performance.
H
Hugo Zink
This comment appears to contradict another Canny post made later, where it is stated that voice prioritization will remain hopelessly broken until an entirely new audio system is implemented.
Mute
I've definitely maintained the feeling the existing audio system doesn't account near enough for environment. Audio is such a massive aspect of the game experience (in the context of environmental immersion, and.. well.. 𝙩𝙝𝙚 𝙚𝙣𝙩𝙞𝙧𝙚 𝘾𝙃𝘼𝙏 𝙚𝙡𝙚𝙢𝙚𝙣𝙩) even if we seea degree of this implemented I think this would go 𝑖𝑚𝑚𝑒𝑑𝑖𝑎𝑡𝑒𝑙𝑦 appreciated. - I wouldn't be alone in saying audio is a massive part of what makes an environment I'm standing in feel alive, and grounded. There's also more creative legroom with tells in environmental audio -how it responds to sound, how sound responds to it.
I haven't personally gotten the chance to play with Steam Audio. Wouldn't know near enough of it's specifics, but I think it's something worth looking into.
SteamAudio or otherwise (although I certainly lean heavy into the SteamAudio direction); a new audio system would be a valuable addition. I know this would be a nice bit of relatively easy* polish to an early-access experience. (Emphasis on that asterisk.)
R
Ron
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