Godot Raytraced Audio

Today we are going to look at implementing 3D audio using the MIT open sourced licensed addon for the Godot game engine called predictably enough raytraced-audio by WhoStoleMyCoffee. This addon adds two new nodes to Godot, the RaytracedAudioListener and AudioPlayer3D. The RaytracedAudioListener casts several rays through the world that trace the path audio should follow. This enables the audio to render echo and muffling effects and more.

The raytraced audio plugin is described as:

Adds procedural audio effects to Godot like echo, ambient outdoor sounds, and muffle.

Check out this amazing video by Vercidium for insights on how this works!

No need to create and maintain zones while creating levels, just put the RaytracedAudioListener node in your scene and most features will be available for you to use!

Additionally, by using RaytracedAudioPlayer3Ds instead of regular AudioPlayer3Ds, sounds will get automatically muffled behind walls.

Audio buses

Right off the bat, this plugin creates 2 new audio buses for you to use across your project: a “Reverb” bus, and an “Ambient” bus. Note: both buses’ names can be changed under Project Settings > Raytraced Audio.

The reverb bus controls echo / reverb. For example, there will be a much bigger reverb in large enclosed rooms compared to small ones, or outside in the open.

The ambient bus controls the strength and pan of sounds coming from outside. For example, in a room with a single opening leading outisde, sounds in this bus will appear to come from that opening, and will fade based on the player’s distance to it.

Key Links

Raytraced Audio GitHub

Raytraced Audio Godot AssetLib

Ovani Audio Odyssey Vol2 Bundle

You can learn more about the Raytraced Audio addon for Godot, including a complete step by step tutorial on how to set it up and use it, in the video below.

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