AUDIO BOUNCE - Realtime Volumetric Occlusion-Reverb Gating System (Next Gen Audio)

OUT NOW!

STORE PAGE - DISCORD - DEMO

AudioBounce is an innovative and easy-to-use realtime audio occlusion and reflection system for Unity, designed to amplify the realism of in-game sounds.

Originally born for my own in development game needs where I had to solve the problem of populating a ton of environments with realistic and immersive audio in a multitude of procedurally generated levels.
Being a very complicated task for a solo dev using the standard Unity triggers and volumes system I took inspiration from AAA games techniques to solve this problem once and for all!
AudioBounce turns the time consuming (and costly) practice of setting up audio volumes, gates, triggers for each room or area to simulate occlusion and reverberation of your game to a simple ā€œjust drag and drop the sound where you want itā€ and ā€œadd the AB_SoundRegister component to itā€ and thatā€™s it! AudioBounce will take care of everything else in real time while also adding much more needed features and realism to it automatically!
Hereā€™s a list of the main features:

  • Natural Sound Bouncing: AudioBounce positions sounds to mimic how theyā€™d naturally echo off walls and objects in a 3D way.

  • Dynamic Audio Adjustments: It tweaks sound properties like occlusion and reverberation based on the 3D layout around the player.

  • Automatic Handling: Say goodbye to manual setups. AudioBounce detects and adapts to moving objects and changing environments in real-time. And yes, by moving objects I mean entities like enemies as wellā€¦ trust me, youā€™ll thank me later for this.

  • Optimized Performance: Engineered for efficiency, AudioBounce spreads its computational load across frames and threads in a highly customizable variety of ways. At a speed of 0.3msāˆ¼ with standard settings makes it possible to include this feature in games targeted for up to 240fps out of the box and can be configured to be faster and more precise at a higher cost if you want!

  • Beginner-Friendly: AudioBounce is ready to work with minimal setup and knowledge by design but also includes a lot of advanced capabilities. Every feature is well-documented and explained in depth with tooltips on the tool itself, welcoming both newcomers and audio pros.

In essence, AudioBounce takes care of the complex audio work at as little or as much performance cost you need, letting you focus on crafting your game!

And hereā€™s some other videos about it :slight_smile:

The demo on the videos is going to be available to test as a stand alone as soon as i figure out how i can safely share it with you (suggestions are welcome :smile:)

3 Likes

This looks awesome! I saw you plan to add support for Sonity. Would you also add support for Master Audio? And you have a price in mind yet?

Where to download/buy?)

Yep, Sonity is going to be supported right after launch, maybe even on the first patch. I havenā€™t started working on it yet cause iā€™ve been busy with other jobs but it shouldnā€™t be too much troublesome.

I havenā€™t considered Master Audio or any other tool yet, iā€™ll get in touch with the authors and see what i need for that :slight_smile: (ā€¦it might be compatible straight out of the box)

The price is going to be 79.95$ and we are launching at 30% off for the first two weeks so about 56$

Itā€™s pending approval for the Unity Asset Store, another 2-3 weeks left (hopefully!).

I jst grabbed Sonity so donā€™t make an integration just for me - couldnā€™t pass it up on flash sale. I do love Master Audio though, but Iā€™ll see what Sonity has, it does look pretty intertesting for sure.

Also, are you using the out of the box reverb or did you write you own?

We use Sonity on our in-development game as well and the devs actually helped me testing this tool so a Sonity compatibility is 100% coming up. I just wanted to gather some feedback from actual AudioBounce users first and see if thereā€™s something i need to change in the core program before working on compatibility on other tools ^^

Iā€™m more of a Tech-Artist rather than Audio Engineer so i wouldnā€™t even know how to write a reverb system at this moment. What iā€™m doing is funneling the audio source in the scene through a preset number of audio mixer channels where i have reverb and occlusion pre applied and i change the values of those pre applied fx for each sound in the scene (up to 32) given the amount of occlusion aperture and reverberation you would hear for each of them.

In short itā€™s a lot of math, trigonometry, raycasting and instancing (all under 0.4ms on standard settings) but iā€™m using Unity standard sound system to alter the audio in output.

1 Like

@HitsuSan I am so excited for this. It actually looks like Unity might get valid audio occlusion. Have you heard yet about a release date?

Thanks man! Yeah iā€™ll promise you itā€™ll blow your mind when experienced :smile:

We were at about 2000 in queue when iā€™ve made this forum post and we are at about 650 now (holidays and all though). Iā€™m guessing itā€™s going to take another week or two, unless they find something for me to fix that escaped my many many months of hard work ^^

@HitsuSan looks amazing!
just curious, would this work out of the box for dynamically generated levels?
for example randomly generated dungeons?

Yep!
Iā€™ve made AudioBouncer especially for that since itā€™s a feature of my own game as well. All you need to do is to add a component to your audio emitters and one for your listener, it is completely independent of geometry or positioning which means itā€™s 100% compatible with generated levels, destructible environment, moving obstacles (like a door) or moving sounds (like an enemy walking through your level in search for the player).

I know itā€™s hard to believe or even imagine how powerful AB is until you try it and realize itā€™s safe to say less than 1% of games have this kind of tech and the ones who have are for sure paying a lot for it ^^

Iā€™m going to release the demo you see in the videos the day the asset gets published (if it can pass Unityā€™s scrutiny) so you all can test for yourself :slight_smile: It could be as early as this week!

2 Likes

Thanks for clarifying! I canā€™t wait! The asset sounds amazing!!

1 Like

@HitsuSan what position are you in the queue now? Like I saidā€¦I canā€™t wait!!

#216

Unfortunately it seems like weā€™ll have to wait till next week. At max the number usually goes down of 60 more or less, sometimes 20 or inbetween. Thereā€™s a lot of people submitting lots of stuff (especially 3d models) to the asset store so it takes a while. I hope we donā€™t have to wait months for patches too ^^

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I just want to let you know that Audio Bounce is out!

Iā€™m running a -30% discount for the first two weeks so be sure to take advantage of it now if you are interested :wink:

Also join our HSD Discord server and try Audio Bounce demo to see what it can do, all the links are in the first page!

The initial -30% discount ends tomorrow so if you were thinking about getting AudioBounce for your game donā€™t miss it!

Also if you need any help leave a message or join our discord!

should this work together with Dissonance (voice chat) plugin?
from dissonance i can output into audiosource or audiomixer.

Itā€™s hard to say cause iā€™m not familiar with the Dissonance plugin. Technically for any audio to be processed by AudioBounce it has to be a playing audio source in the scene with the AB_AudioSourceRegister component. Also if Dissonance is outputting itā€™s own modulated audio somewhere in the audiomixer thatā€™s also some reason of concern cause AudioBounce does the same thing with itā€™s own elaborated audio to add reverb and occlusion.

In short it may be possible to make it compatible but it would require a substantial amount of work and depending on how Dissonance is using the audio mixer there might be some loss of functionality like volume, reverb and occlusion modulation but you would gain positioning. On the other hand you could bypass Dissonance audio effects and keep only the source to make the voice audio managed by AudioBounce for a very realistic effect.

The choice itā€™s yours! If you decide to try and you need any help let me know :wink:

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Just so you all know, iā€™ve been working on implementing two new features before FMOD and Sonity compatibility:

  • High Priority Mode : Enabling this on an AudioSource will force AB to evaluate this sound even when itā€™s not playing, making it ready. Itā€™s meant for sounds that can be played at any time near the player and they need to be ready for when that happens. This was necessary due cause if a sound suddenly starts playing near the player AB will take at best two frames to evaluate itā€™s position and parameters and this would make the sound play for a split second with itā€™s original parameters before AB takes it over.

  • Reverb Only Mode: Enabling this on an AudioSource will (hopefully, itā€™s very complicated) skip itā€™s ray traced computation and evaluate this sound reverberation fx only. Some sounds might be ā€œgamingā€ related and are not meant to be handled by AudioBounce with complex occlusion and reposition but they can still benefit from reverberation for enhanced player spatial awareness. One useful case that comes to mind would be having flat gun tails sound, raycast itā€™s positioning somewhere in front of the player and you will hear it with procedurally modulated reverberation depending on the size of the room you are in thanks to AudioBounce, making you save a lot of time preparing gun tails sounds for every possible scenario and find a way to play the correct one like you would normally do without AB.

These are taking some time due to the incredibly complex and lightweight nature of AudioBounce and they are going to need a bit of testing once iā€™m done. If you have any other suggestion that can be beneficial to common use case in sound engineering please let me know asap, these kind of features are better included before early!

1 Like

Does it support audio directionality, when listening to the demo, I could detect the direction the audio was coming from, or maybe I am wrong about it