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Releases: stechyo/godot-steam-audio

0.2.2

24 Aug 13:09
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What's Changed

  • This extension now supports 4.3. If you still want to use Godot 4.2 then use the previous version. You can find the patched version of Godot 4.3 here.
  • Since in-engine docs are supported now, the extension now has these!

Full Changelog: 0.2.1...0.2.2

0.2.1

11 Jun 20:55
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What's Changed

  • The extension now comes with a post-import script that you can use to automatically add SteamAudioGeometries to your meshes if you made them in Blender (#41, #47). See more info in the wiki.
  • There should be no issues anymore (#54, #56, #58) with exporting your game now due to several fixes. You can check the wiki for an export guide.
  • Added a new get_inner_stream_playback() function on SteamAudioPlayer.
  • @EugeneVanchugov (thanks!) has made some work on macOS compatibility (#53), but it seems that Embree scenes don't work on Apple Silicon devices.

Full Changelog: 0.2.0...0.2.1

0.2.0

01 Apr 18:08
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If you have 0.2.0-rc1, you can just upgrade the SteamAudio binaries to 4.5.3. There is no difference in the extension itself, since the only thing blocking it from being a proper release was a bug in SteamAudio (#46).

What's Changed

  • Dynamic geometry is now supported (#30). That means you can move objects that affect audio simulation in real-time. (Video example)
  • Since steam-audio is now open-source I figure it's ok to bundle the binaries in the release ZIPs and save everyone some time. If any Valve employees find this and think I shouldn't do that, sorry about that and contact me (email me or open an issue).

Full Changelog: 0.1.1...0.2.0

v0.2.0-rc1

18 Mar 19:32
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v0.2.0-rc1 Pre-release
Pre-release

What's Changed

  • Dynamic geometry is now supported (#30). That means you can move objects that affect audio simulation in real-time. ⚠️ Check that your SteamAudioConfig has scene_type set to default! Embree is crashing for some reason (#46). That's basically why this release is a release candidate.
  • Since steam-audio is now open-source I figure it's ok to bundle the binaries in the release ZIPs and save everyone some time. If any Valve employees find this and think I shouldn't do that, sorry about that and contact me (email me or open an issue).

Full Changelog: 0.1.1...0.2.0-rc1

v0.1.1

13 Feb 20:43
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What's Changed

  • Reflections are no longer affected by occlusion. This should make sounds more realistic, as they will now properly bounce around corners instead of being fully occluded if they're not in a direct line to the listener.
  • You can no longer disable the Ambisonics effect, since it was pointless to do so.
  • play_stream and get_inner_stream methods were added for quality-of-life (no need to do strange casts to SteamAudioStreamPlayback to change an audio stream at runtime or check what stream you're playing).

All changes by @stechyo, except for:

  • You can now recalculate static geometry at runtime. This is useful if you generate geometry after starting the game, and you may want to use it while dynamic geometry isn't implemented in this extension. (by @levidavidmurray)

What's next

Probably true dynamic geometry. I just need to get around some crashes, as usual.

Please open an issue if you encounter any problems. Thanks!

Full Changelog: 0.1.0...0.1.1

v0.1.0

19 Jan 18:52
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This extension is now in an alpha state. I'm now using it on my own game, and it's been fairly stable. Don't expect to be able to ship a game with this extension right now unless you are ready to make some fixes/optimizations to it on your own (and if you do, PRs are accepted).

What's Changed

  • Removed a possible crash cause (#35).
  • Removed the sub_stream property from SteamAudioPlayer! (#33) This should make it less annoying to adapt AudioStreamPlayer3D into SteamAudioPlayer.

⚠️ If you are upgrading from 0.0.5, please upgrade to 0.0.6 first! 0.0.6 will make all of your streams the same as your sub_streams, meaning that on upgrading to this release you won't lose data on your scene. Also, if you change streams at runtime check the wiki.

Please open an issue if you encounter any problems. Thanks!

Full Changelog: 0.0.6...0.1.0

v0.0.6

12 Jan 22:41
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This release contains breaking changes. They are marked by ⚠️ warning signs. Sorry for the inconvenience.

What's Changed

  • Distance attenuation is now disabled by default. SteamAudioPlayers will use Godot's attenuation by default. This was a matter of taste, SteamAudio's attenuation is a bit too strong in my view.
  • You can now ignore the sub_stream property in SteamAudioPlayer, and use the proper stream property like it's a regular AudioStreamPlayer. ⚠️ The sub_stream property will be removed in 0.1.0, but until then you should use it exclusively, as it will auto-sync with the stream property below. This removal is done with this interim release in order to have a softer breaking change, as if you update to this release on your scene and then to 0.1.0, nothing should break and all your streams should be set to the right values.
  • Setting sub_stream (or, rather, stream) in runtime now actually works (#25).
  • Fixed a bug where repeated instances of the same scene would only play audio from one of the instances.
  • Added a "maximum reflection distance" setting.
  • Fixed crashing at program exit or when queue_free()ing a SteamAudioPlayer.
  • Fixed crashing when SteamAudioGeometry is above SteamAudioConfig on the scene tree.
  • Changed folder structure to ensure that the extension is contained in its own addon folder. ⚠️ Keep this in mind if you're upgrading! addons/steamaudio is now addons/godot-steam-audio, and bin is now addons/godot-steam-audio/bin.

What's next

With these fixes I should be ready to start using godot-steam-audio in my own project. If no further fixes need to be made, I will release 0.1.0 in a week or two, which marks a progression from pre-alpha to alpha, as with these fixes I feel more confident in the extension's stability. This 0.1.0 release will also remove sub_stream from SteamAudioPlayers.

Please open an issue if you encounter any problems. Thanks!

Full Changelog: 0.0.5...0.0.6

v0.0.5

06 Jan 15:20
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This release is not semver compliant. Future releases may break things.

What's Changed

  • SteamAudioPlayers aren't always autoplay now. With this update, you can actually make a player that will play sound as you program it to do so via GDScript. Check the demo, there's a new building with an example!
  • Greatly improved stability, and random crashes on program exit should no longer occur (see #16). If you find a reproducible crash scenario, please open an issue as it is very appreciated.
  • There should no longer be a Cannot find 'SteamAudioServer' error at startup (despite this error, everything worked well) - see #11.

Full Changelog: 0.0.4...0.0.5

v0.0.4

03 Jan 18:54
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This release is not semver compliant. Future releases may break things.

What's Changed

SteamAudioGeometry can now be used together with CollisionShape3D. We're currently supporting convex polygon shapes, spheres, cylinders, capsules and boxes. Using SteamAudioGeometry with CollisionShape3D is likely (much) more performant than using it with MeshInstance3D.

Full Changelog: 0.03...0.0.4

v0.0.3

31 Dec 16:20
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This release is not semver compliant. Future releases may break things.

What's Changed

SteamAudioPlayer is now a 3D Player. This means that you don't need to carry it around inside a 3D node.
More configuration has been added to the players, including the ability to toggle several features.
Each node has a proper icon now. The icons are from Godot, but their colors have been changed for clarity.

Full Changelog: 0.0.2...0.03