3 releases (breaking)
new 0.3.0 | Mar 23, 2025 |
---|---|
0.2.0 | Mar 16, 2025 |
0.1.0 | Mar 8, 2025 |
#114 in Audio
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SLoC
audionimbus
A Rust wrapper around Steam Audio that provides spatial audio capabilities with realistic occlusion, reverb, and HRTF effects, accounting for physical attributes and scene geometry.
Overview
audionimbus
simplifies the integration of Steam Audio into Rust projects by offering a safe, idiomiatic API.
It builds upon audionimbus-sys
, which provides raw bindings to the Steam Audio C API.
Version compatibility
audionimbus
currently tracks Steam Audio 4.6.0.
Unlike audionimbus-sys
, which mirrors Steam Audio's versioning, audionimbus
introduces its own abstractions and is subject to breaking changes.
As a result, it uses independent versioning.
Installation
audionimbus
requires linking against the Steam Audio library during compilation.
To do so, download steamaudio_4.6.0.zip
from the release page.
Locate the relevant library for your target platform (SDKROOT
refers to the directory in which you extracted the zip file):
Platform | Library Directory | Library To Link |
---|---|---|
Windows 32-bit | SDKROOT/lib/windows-x86 |
phonon.dll |
Windows 64-bit | SDKROOT/lib/windows-x64 |
phonon.dll |
Linux 32-bit | SDKROOT/lib/linux-x86 |
libphonon.so |
Linux 64-bit | SDKROOT/lib/linux-x64 |
libphonon.so |
macOS | SDKROOT/lib/osx |
libphonon.dylib |
Android ARMv7 | SDKROOT/lib/android-armv7 |
libphonon.so |
Android ARMv8/AArch64 | SDKROOT/lib/android-armv8 |
libphonon.so |
Android x86 | SDKROOT/lib/android-x86 |
libphonon.so |
Android x64 | SDKROOT/lib/android-x64 |
libphonon.so |
iOS ARMv8/AArch64 | SDKROOT/lib/ios |
libphonon.a |
Ensure the library is placed in a location listed in the dynamic library search paths (e.g., /usr/local/lib
).
Finally, add audionimbus
to your Cargo.toml
:
[dependencies]
audionimbus = "0.1.0"
Example
This example demonstrates how to spatialize sound using the audionimbus
library:
use audionimbus::*;
// Initialize the audio context.
let context = Context::try_new(&ContextSettings::default()).unwrap();
let audio_settings = AudioSettings {
sampling_rate: 48000,
frame_size: 1024,
};
// Set up HRTF for binaural rendering.
let hrtf = Hrtf::try_new(&context, &audio_settings, &HrtfSettings::default()).unwrap();
// Create a binaural effect.
let binaural_effect = BinauralEffect::try_new(
&context,
&audio_settings,
&BinauralEffectSettings { hrtf: &hrtf },
)
.unwrap();
// Generate an input frame (in thise case, a single-channel sine wave).
let input: Vec<Sample> = (0..audio_settings.frame_size)
.map(|i| {
(i as f32 * 2.0 * std::f32::consts::PI * 440.0 / audio_settings.sampling_rate as f32)
.sin()
})
.collect();
// Create an audio buffer over the input data.
let input_buffer = AudioBuffer::try_with_data(&input).unwrap();
let num_channels: usize = 2; // Stereo
// Allocate memory to store processed samples.
let mut output = vec![0.0; audio_settings.frame_size * num_channels];
// Create another audio buffer over the output container.
let output_buffer = AudioBuffer::try_with_data_and_settings(
&mut output,
&AudioBufferSettings {
num_channels: Some(num_channels),
..Default::default()
},
)
.unwrap();
// Apply a binaural audio effect.
let binaural_effect_params = BinauralEffectParams {
direction: Direction::new(
1.0, // Right
0.0, // Up
0.0, // Behind
),
interpolation: HrtfInterpolation::Nearest,
spatial_blend: 1.0,
hrtf: &hrtf,
peak_delays: None,
};
let _effect_state =
binaural_effect.apply(&binaural_effect_params, &input_buffer, &output_buffer);
// `output` now contains the processed samples in a deinterleaved format (i.e., left channel
// samples followed by right channel samples).
// Note: most audio engines expect interleaved audio (alternating samples for each channel). If
// required, use the `AudioBuffer::interleave` method to convert the format.
To implement real-time audio processing and playback in your game, check out the demo crate for a more comprehensive example.
For additional examples, you can explore the tests, which closely follow Steam Audio's Programmer's Guide.
Documentation
Documentation is available at doc.rs.
For more details on Steam Audio's concepts, see the Steam Audio SDK documentation.
License
audionimbus
is dual-licensed under the MIT License and the Apache-2.0 License.
You may choose either license when using the software.