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FAQ

General

How is this different from traditional audio middleware like FMOD or Wwise?

FMOD and Wwise are excellent tools for playback, mixing, and spatialisation, and Vercidium Audio integrates with both of them. Vercidium Audio is a separate process that handles all material and geometry simulation - instead of manually placing reverb zones and occlusion volumes, the SDK figures out how sound should behave based on your actual geometry at runtime.

Does it work with my existing audio setup?

Yes. Vercidium Audio integrates with Godot, FMOD, Wwise and OpenAL Soft, so you can keep using your existing audio setup and add raytracing on top. Unreal Engine support is on our roadmap.

Technical

Which languages are supported?

The C# SDK is available now, and a C SDK is planned for late 2026. JavaScript is also supported, powered by a WebAssembly build of the C# SDK.

Which platforms are supported?

The C# SDK has no dependencies and can run on any operating system that supports .NET 8. The C SDK will run on consoles and other platforms that don't support .NET.

Supported Requires testing

Platform Status
Windows
Linux Ubuntu 16.04+, Debian 10+, Fedora 37+,
RHEL / CentOS Stream 7+, openSUSE 15+,
Alpine 3.17+, Oracle Linux 7+
SLES (SUSE Linux Enterprise Server) 12 SP5+
macOS macOS 14 (Sonoma)+
WebAssembly (3-7x slower raytracing depending on the browser)
iOS
Android

Which engines are supported?

There is currently a plugin for Godot that uses C# SDK. An Unreal Engine and GDExtension plugin are planned for late 2026 and will be powered by the C SDK.

How does the raytracing work — does it require a GPU with RT cores?

All raytracing is performed on background threads on your CPU. It does not require a graphics card to run.

How is this different to Steam Audio?

Steam Audio and Vercidium Audio each excel in different areas. See the table below for a direct feature comparison.

Supported Not supported Planned feature

Platforms Steam Audio Vercidium Audio
Desktop
Console
Browser
Android
iOS
Ray Types
Occlusion
Reverb
Permeation
Ambience
Visualisation
Primitives
Triangulated meshes
Prisms, planes
Spheres, cylinders, cones
Features
Pathing
Permeation
Ray caching
Hardware
CPU Raytracing
Compute Raytracing

How many audio sources can I have at once?

It depends on how complex your scene is (basic primitives vs meshes) and how many rays you cast. Run the benchmarks to see how it performs on your hardware.

On an i7-10700 CPU, a typical indoor environment with 10 sounds takes 2ms to raytrace on a single thread. With 8 background threads, this time is reduced down to 0.25ms.

What kind of geometry does it support?

Vercidium Audio casts rays against the same low-poly primitives that physics systems use - prisms, spheres, cylinders and meshes.

These primitives don't need to match the meshes used for rendering - it's recommended to raytrace against low-poly primitives for improved performance.

How does it handle dynamic geometry — doors, destructible walls, moving objects?

The size, position and rotation of every primitive can be adjusted in real time, and only the rays that intersect with these updated primitives will be re-cast.

Currently the position of each vertex within a mesh cannot be changed at runtime, but this is a planned feature.

What is the performance overhead? Will it affect my frame rate?

All raytracing and heavy lifting runs on background threads and is designed to have minimal impact on your main thread. In most scenarios, Vercidium Audio spends 0.1ms on the main thread each frame.

Are outdoor environments supported, or only enclosed spaces?

Both environments are supported.

Accessibility

What is the 3D audio visualiser?

Vercidium Audio outputs the position and normal of each ray hit around each sound, which can be rendered as instanced particles in your engine. This improves spatial awareness for deaf players, with minimal developer work.

Licensing & Pricing

Can I use Vercidium Audio for free?

Yes — a free non-commercial license is available for any game or application that does not produce revenue. Please read the full license here.

What counts as "commercial"?

Any application that is sold, has microtransactions, or is crowdfunded. Please read the full license here.

Is the Indie license per-game or per-studio?

The Indie and Studio licenses apply to a single game. If you ship a second game, you'll need a second license.

A single license also covers DLCs and porting to other consoles.

Do I need to display a credit or attribution in my game?

Yes, if using the non-commercial license. For Indie and Studio licenses it is not required, but much appreciated.

Download the Vercidium Audio logo from the press kit.

What does the Studio license include?

The Studio license includes custom engineering, direct support and source code access. Read more here.

If I purchase Vercidium Audio now, will I receive the C SDK later?

Yes, the SDK includes the C# SDK, JavaScript API and Godot plugin, as well as all future SDKs and plugins when they are released.

The Indie and Studio licenses allow using all SDKs and plugins in a single commercial product — regardless of purchase date.

Support

Where is the documentation?

All documentation is available at vercidium.com/docs, and the C# SDK ships with full XML documentation.

How do I report a bug or request a feature?

Please report bugs and request features on the GitHub support repository.

Is there a community or Discord server?

There is a Vercidium Audio Discord server, but for bug reports and features requests please use the GitHub support repository.