In 2017 valve released this library ( https://valvesoftware.github.io/steam-audio/ ), that is designed to provide physics-based sound propagation, HRTF and some other fancy things to game engines and editors.
There are already implementations for unity and udk, but the interesting part is that there is a very nice C99 header that should allow us to write a JNI binding and implement it on jme without too much effort.
I might do this on my own at some point, but to speed things up I’m asking if there is someone interested in collaborating.
From my initial investigation, i’ve come up with a list of pros and cons.
- Very nice features.
- Multiplatform support (Windows,Linux,OSX and Android)
- Permissive license
- Support for accelerated computation with amd true audio and opencl
- Simple C99 header for easy implementation
- Closed source
- Poor documentation
- Has yet to be implemented in jme.