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.
Supported
Requires testing
| 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 |
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.
All raytracing is performed on background threads on your CPU. It does not require a graphics card to run.
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 |
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.
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.
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.
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.
Both environments are supported.
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.
Yes — a free non-commercial license is available for any game or application that does not produce revenue. Please read the full license here.
Any application that is sold, has microtransactions, or is crowdfunded. Please read the full license here.
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.
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.The Studio license includes custom engineering, direct support and source code access. Read more here.
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.
All documentation is available at vercidium.com/docs, and the C# SDK ships with full XML documentation.
Please report bugs and request features on the GitHub support repository.
There is a Vercidium Audio Discord server, but for bug reports and features requests please use the GitHub support repository.
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