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steam-audio ue plugin path: D:\Program Files\Epic Games\UE_5.7\Engine\Plugins\Runtime\Steam\SteamAudio\Source\SteamAudio
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goal of the project
- create a ue plugin that simulates direct sound and indirect sound(reflection and reverb) using hardware ray tracing
- the plugin can bake the input audio to spatial audio using impulse response function simulated by hardware ray tracing
- Support direct sound, occlusion, reflections, reverb, and IR baking.
- Supports mixing multiple sound sources;
- This plugin is an UE5 plugin developed with Visual Studio;
- Mesh-based statistics including Number of vertices, number of triangles, number of meshes, surface area and volume, number of materials or surface regions, and occlusion, reflection or contact conditions in sound propagation.
- Provide a UI-based same-start-point A/B validation flow for reference/direct/wet/full.
- Support runtime hotkeys for switching audio rendering modes, and show the current mode on the main screen.
- the plugin should follow the module structure of steam-audio ue plugin, especially replace SteamAudioSDK module with our own implementation using ue ray tracing RHI
- the plugin should follow the architecture of steam-audio source code which will serve as SteamAudioSDK module
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update the implementation status document "IMPLEMENTATION_STATUS.md" after each major feature implementation
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update usage document "USAGE.md" after each major feature implementation to demonstrate how to use the plugin in ue editor
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build and validate the plugin in ue editor after each major feature implementation to ensure there are no compile errors
- before each build, run
uv run script\build_and_validate.py script\build_and_validate.pywill first sync the plugin repository, then build the test project and the plugin- fix any compile errors in the test project and the plugin
- after build and validate succeeds, agent should run
uv run script\launch_runtime_validation.py script\launch_runtime_validation.pyis the fixed startup flow and must be preferred over ad-hoc launch commands- the script first launches the project in
-gamemode, waits a fixed amount of time, then kills the process itself - the script then launches the Unreal Editor and leaves it ready for the user to test
- if any of these steps fails or crashes, immediately enter
workflow\crash-debugging.md
- before each build, run
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if user reports crash, follow
workflow\crash-debugging.md -
please create a progress_log.md and record your progress(should be clear and simple, only record important action and result).