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.
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.
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.
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.
| Platform | Status |
|---|---|
| Windows | |
| Linux RHEL / CentOS Stream 7+, openSUSE 15+, Alpine 3.17+, Oracle Linux 7+ SLES (SUSE Linux Enterprise Server) 12 SP5+ |
|
| macOS |
|
| WebAssembly |
|
| iOS | |
| Android | |
| SteamOS | |
| PlayStation | |
| Xbox | |
| Switch |
There are Godot and Unreal Engine plugins in development. These are open source wrappers built on top of the C# and C SDKs and contributions are welcome.
No, all raytracing is performed on background threads on your CPU. It does not require a graphics card.
Steam Audio and Vercidium Audio each excel in different areas. See the table below for a direct feature comparison.
| 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 |
It depends on how complex the geomtry in your scene is, how many emitters you have, 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 composed of multiple rooms with 10 sounds takes 2ms to raytrace on a single thread. With 8 background threads, this is reduced down to 0.25ms.
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.
See the full list of primitives here.
The size, position and rotation of every primitive can be adjusted in real time. Ray Caching ensures that only the rays that intersect with the updated primitives will be re-cast.
However, the position of each vertex within a mesh cannot be changed at runtime, but this is a planned feature.
Vercidium Audio is designed to run in parallel with your game. All raytracing and heavy lifting runs on background threads on your CPU. On average, it spends about 0.1ms on the main thread each frame.
Both environments are supported.
Vercidium Audio outputs the positions that rays bounce off. These positions can be rendered as instanced particles in your engine, improving spatial awareness for deaf players.
Yes, a free Non-Commercial Licence is available for any game or application that does not produce revenue. Please read the non-commercial definitions here.
Any application that is sold, has microtransactions, is crowdfunded, or is published to a console / app store. Please read the commercial definitions here.
The Indie and Studio licences apply to a single game. If you ship a second game, you'll need a second licence.
A single licence also covers DLCs and porting to other consoles. Please read the full scope in the Indie Licence Terms here
Yes, if you are using the Non-Commercial Licence. It is not required for the Indie and Studio Licences, but is much appreciated.
Download the Vercidium Audio logos from the press kit.
The Studio Licence includes bespoke integrations, direct support and source code access. More information is available here.
Yes, a licence covers all current and future Vercidium Audio SDKs and plugins:
The Indie and Studio licences allow using all SDKs and plugins in a single commercial product, regardless of purchase date.
If you entered the wrong studio / game / application name on checkout, send us an email at [email protected] to correct it.
Documentation for all SDKs and plugins is available at vercidium.com/docs.
The C# SDK ships with full XML documentation.
Please report bugs and request features on our support repository on GitHub.
You can join our Discord server here. For bug reports and features requests please use the support repository on GitHub.
© Vercidium 2026