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[GH-ISSUE #2782] [Feature Request]: Full support for Audio3d objects #902
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Originally created by @squidbus on GitHub (Apr 14, 2025).
Original GitHub issue: https://github.com/shadps4-emu/shadPS4/issues/2782
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Description
The current implementation of
libSceAudio3dprimarily provides support for basic audio provided through thesceAudio3dAudioOutOutputandsceAudio3dBedWrite2functions. Some support for object audio is provided, but it is far from complete.First off, object audio is currently just pushed to the single queue of the Audio3d port. Instead, it probably needs to be independently queued per-object and mixed down to a single audio buffer on push. If a game plays sound from a lot of object at the same time, I imagine under the current implementation it will stutter and play slowly as each object's audio buffers will be played one-by-one instead of simultaneously.
For complete object support, the implementation will need a proper 3D audio system. All objects' audio should be mixed together into the final output according to their attributes like position, gain, etc.
Reason
Proper Audio3d support will provide working audio to more games that use it.
Examples
N/A
@ThreeDeeJay commented on GitHub (May 1, 2025):
So is Audio3D like a reimplementation of the PS4's Gold/Platinum headset 3D audio or like an audio mixer for all games?
In my opinion, OpenAL Soft is hands down the best mixed for object-based 3D audio in games, especially if you want to offer options for HRTF (3D audio on headphones), surround sound, or even 7.1.4 Dolby Atmos, etc.
@georgemoralis commented on GitHub (Jan 21, 2026):
https://github.com/shadps4-emu/shadPS4/pull/3884 should provide support for the issue soon