Steam Audio pathing in older Source 2 games
This guide does not explain the intricacies or detail how to use various Steam Audio entities.
Rather, this guide explains how, in older Source 2 games like
Half-Life: Alyx and
Steam VR, Steam Audio pathing is non-functional by default and requires some extra work.
SteamVR
Steam Audio pathing is not possible in
Steam VR without a lot of extra work. Namely, it doesn't have a voicegraph called hlvr.pathing or any equivalent. To get pathing to work in SteamVR, a custom voicegraph in a soundstack would need to be created, which is beyond the scope of this page.
Half-Life: Alyx
Fortunately, Steam Audio pathing does work in
Half-Life: Alyx, and it doesn't require anything very complicated to get working.
All it takes to set up a soundevent to use pathing is a few parameters. Here's an example:
Pathing.example =
{
type = "hlvr_default_3d"
use_hrtf = 1
enable_spatial_blend = 1
voicegraph = "hlvr.pathing"
sa_enabled = 1
sa_pathing_enabled = 1
sa_pathing_mix_level = 1
vsnd_files = "your/sound/here.vsnd"
}
To make sure the pathing is actually used, set snd_steamaudio_enable_pathing to 1. By default, it's off.
There are a couple of issues with pathing.
- The further you move from the sound source, and the more complex that the pathing gets, the more it impacts your GPU frametime.
- Sometimes, pathing can make a sound completely silent. It's not a good idea to put pathing onto every soundevent you create. In some cases, the sound is weirdly offset. In the worst case, it becomes completely silent.
-
Players - If you don't care about Steam Audio Pathing and want to save some loading time, you can add this to your autoexec.cfg or launch options:
snd_steamaudio_load_pathing_data 0 -
Developers - You can save some compile time by not compiling Steam Audio pathing. Nothing in base
Half-Life: Alyx and
Steam VR uses it, and it's a wasted effort if you don't create any soundevents for it.