Vercidium Audio

Real-time raytraced audio for any game, on any platform. Free for non-commercial use.

Features

Audio that reacts to your world, in real time.

MufflingReal-time muffling with occlusion and permeation rays

ReverbAccurate echo simulation with various materials

AmbienceAmbience detection from skybox intersections and permeation

Accessibility3D audio visualisation and in-depth customisation

Compatibility

Vercidium Audio has no dependencies and runs on every platform.

Production ready

Currently testing

On the roadmap

Unreal Engine plugin

Console SDKs

2D SDK

Godot C++ plugin

GPU acceleration

Runtime mesh deformation

Sandbox

Vercidium Audio compiles to WebAssembly and runs in the browser. Try the sandbox below.

This sandbox runs in 2D so the rays are easy to follow. The simulation is fully 3D.

Ray Simulation

Thousands of rays originate from an emitter and collide against the world.

Rays are cast in real time and automatically update when the environment changes.

Support for cubes and prisms

Spheres, cylinders and cones

Triangles, planes and meshes

Muffling

Occlusion and permeation rays determine how muffled each sound is.

Muffling documentation

Direct line-of-sight occlusion tests for speed

Geometry permeation for realism

Reverb

Rays lose energy when bouncing off geometry and travelling through air. The returning energy is used to produce EAX reverb that matches the environment.

Reverb documentation

Returning rays are occluded by geometry

Echograms capture how reflected energy arrives and decays

Geometry, materials and air absorption all shape the reverb response.

Each material has absorption, scattering and transmission properties

EAX parameters are calculated using customisable formulas

Ambience

Ambience volume is calculated from skybox intersections and geometry permeation.

Experience smooth transitions from close-feeling indoor environments, to airy outdoor scenes.

Listen Ambience documentation

Outdoor detection via ray-skybox intersections

Geometry permeation separates underground bunkers from wooden sheds

Accessibility

By rendering symbols where rays bounce, 3D audio can be painted directly onto the world.

Visualisation documentation

Convey directional audio by rendering ray bounce positions

Render custom icons for each type of sound

To suit any game and hardware, a wide selection of performance, technical and stylised settings can be customised by both players and developers.

Custom ray count

Custom bounce count

Custom materials

Custom formulas

Integrations

Raytracing runs in isolation, producing filters and effects that can be applied in any audio engine.

See the example repositories below for FMOD, Wwise and OpenAL.

FMOD Wwise OpenAL

FMOD Integration

Wwise Integration

OpenAL Integration

Platforms

Game engine plugins handle the heavy lifting for beginners, and cross-platform SDKs provide low-level APIs for experts.

The C SDK and Unreal Engine plugin will be available in late 2026.

Godot plugin Roadmap

Godot and Unreal plugins for ease-of-integration

C# and C SDKs for maximum performance

Performance

Vercidium Audio uses an innovative raytracing algorithm that runs on background threads on the CPU. Smart caching and event-based updates ensure low latency and low CPU usage.

Try the demo Run benchmarks

Higher ray counts can be achieved by dedicating more threads to audio raytracing. Compute shaders are on our roadmap.

FAQ

The most frequently asked question: how does Vercidium Audio compare to Steam Audio?

Vercidium Audio offers a cleaner API, supports permeation and curved surfaces, and the flexibility to edit everything in real time.

Compare with Steam Audio All FAQs

Edit everything in real time

Supports permeation through geometry

Supports curved surfaces

Smart caching for improved performance

Pricing

Vercidium Audio is free for non-commercial use. A license must be purchased before shipping in any product that generates revenue, including games, apps, or tools.

Non-Commercial License

For hobbyists and small projects

Free
  • Non-commercial use only
  • All core features
  • Community support
Coming Soon

Studio License

For larger teams and projects

Custom
  • Everything from Indie
  • Covers one game/application
  • Source code access
  • Custom integrations
Coming Soon

Launch discount — use code LAUNCH50 for 50% off. remaining