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Nyx
9dfe1cde73 added junie guidelines
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2025-10-29 23:06:23 -06:00
Nyx
f45e06d292 update Steam Audio to 4.7.0
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2025-10-28 20:31:20 -06:00
Nyx
2b51e93714 fix shing
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2025-10-28 13:44:35 -06:00
Nyx
14d35e9a3e updated godot cpp to use 4.5
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2025-10-28 10:18:36 -06:00
7 changed files with 96 additions and 17 deletions

68
.junie/guidelines.md Normal file
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@@ -0,0 +1,68 @@
# Project Guidelines
## Project overview
SteamAudioGodot is a Godot 4 GDExtension that integrates Valves Steam Audio SDK to provide physically based spatial audio (HRTF, occlusion, reflections, raytraced propagation). The repository builds a shared native library that Godot loads via a `.gdextension` manifest located under the demo addon.
- Language/tech: C++17, CMake, Godot 4 GDExtension, Steam Audio SDK, `godot-cpp` bindings
- Primary library target: `SteamAudioGodot` (shared library)
- Bindings target: `godot-cpp`
- Helper targets: `templates`, `generate_bindings`
- Entry point symbol: `steam_audio_library_init` (see `src/register_types.cpp`)
- Example registered classes: `SteamAudio`, `SteamAudioListener`, `SteamAudioSource`, `SteamAudioStaticMesh`, `SteamAudioDynamicMesh`, server singleton `SteamAudioServer`
### Repository layout (high level)
- `src/` — C++ sources for the GDExtension
- `extern/godot-cpp/` — Godot C++ bindings (submodule)
- `extern/steam-audio/` — Steam Audio SDK
- `support_files/lib/<platform>/` — Prebuilt runtime libs staged next to the built extension
- `demo/` — Example Godot project with the addon under `addons/SteamAudioGodot`
- `templates/` — CMake templates and supplemental files
- `Writerside/` — Documentation sources (JetBrains Writerside)
See also the detailed overview in `README.md` (sections: Overview, Building, Installing into a Godot project, Project structure).
## How Junie should build and verify
- Use the existing CLion CMake profile only.
- Active profile: `Debug`
- Build directory: `cmake-build-debug`
- Toolchain: local MinGW
- When a build is required, prefer building a specific target:
- Main target: `SteamAudioGodot`
- Example command (run via CLion profile environment): `cmake --build cmake-build-debug --target SteamAudioGodot`
- In this environment, always use the special CMake-profile execution tool when issuing build commands (not raw shell).
- Do not create new CMake build directories or presets unless explicitly requested.
- For documentationonly or commentsonly changes: do not build.
- For native code or CMake changes: build `SteamAudioGodot` in Debug to smokecheck.
### Build outputs (typical)
- Artifacts are written under the CMake build directory, e.g.: `cmake-build-debug/SteamAudioGodot/lib/<Platform-Arch>/`
- Runtime Steam Audio binaries are staged next to the built library after build.
## Tests policy
- There are currently no automated tests in this repository.
- Do not create or run tests unless explicitly requested for a task.
## Code style and contribution guidance
- Follow existing file/module style: indentation, naming, include order, and comments.
- C++ standard: C++17.
- Keep changes minimal and localized; avoid sweeping refactors unless requested.
- When renaming any code element (class/function/variable), use the projects rename mechanism that updates all references consistently.
- Match Windows path separators (`\`) in paths and adapt shell commands to PowerShell when needed.
## Quick reference: CMake targets
- `SteamAudioGodot` — main shared library (GDExtension)
- `godot-cpp` — bindings library (dependency)
- `generate_bindings` — bindings generator (from `godot-cpp`)
- `templates` — installs helper files/templates
## When to run the application
- This repository produces a library to be loaded by Godot. Running the editor/project is generally outside the scope of routine CI checks here.
- To try the addon, open the `demo/` folder in Godot 4 after building and ensure the addon is present under `demo/addons/SteamAudioGodot`.
## Troubleshooting pointers
- Missing `godot-cpp` submodule: run `git submodule update --init --recursive`.
- Godot cannot load the extension: verify the `.gdextension` file library paths and that required runtime DLLs/SOs exist under `addons/SteamAudioGodot/lib/<Platform-Arch>/`.
## External API Documentation
- Steam Audio SDK: https://valvesoftware.github.io/steam-audio/doc/capi/index.html
- Godot GDExtension: https://docs.godotengine.org/en/stable

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@@ -12,6 +12,8 @@ void initialize_steam_audio(ModuleInitializationLevel p_level) {
if (p_level == MODULE_INITIALIZATION_LEVEL_SERVERS) {
GDREGISTER_CLASS(SteamAudioServer);
srv = memnew(SteamAudioServer);
Engine::get_singleton()->register_singleton("SteamAudioServer", srv);
srv->initialize();
}
if (p_level == MODULE_INITIALIZATION_LEVEL_SCENE) {
@@ -28,6 +30,7 @@ void initialize_steam_audio(ModuleInitializationLevel p_level) {
void uninitialize_steam_audio(ModuleInitializationLevel p_level) {
if (p_level == MODULE_INITIALIZATION_LEVEL_SERVERS) {
memdelete(srv);
srv = nullptr;
}
}

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@@ -38,15 +38,15 @@ void SteamAudioListener::_notification(int p_what) {
}
void SteamAudioListener::update_listener(IPLSimulator iplSim, IPLSimulationSharedInputs iplSimInputs) {
needs_update=false;
needs_update = false;
Transform3D transform = get_global_transform();
IPLCoordinateSpace3 space = SteamAudio::godot_to_ipl_space(transform);
iplSimInputs.listener=space;
iplSimInputs.listener = space;
iplSimulatorSetSharedInputs(iplSim,IPL_SIMULATIONFLAGS_DIRECT,&iplSimInputs);
iplSimulatorSetSharedInputs(iplSim,IPL_SIMULATIONFLAGS_PATHING,&iplSimInputs);
iplSimulatorSetSharedInputs(iplSim,IPL_SIMULATIONFLAGS_REFLECTIONS,&iplSimInputs);
}
iplSimulatorSetSharedInputs(iplSim, IPL_SIMULATIONFLAGS_DIRECT, &iplSimInputs);
iplSimulatorSetSharedInputs(iplSim, IPL_SIMULATIONFLAGS_PATHING, &iplSimInputs);
iplSimulatorSetSharedInputs(iplSim, IPL_SIMULATIONFLAGS_REFLECTIONS, &iplSimInputs);
}

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@@ -3,11 +3,10 @@
using namespace godot;
SteamAudioServer::SteamAudioServer() {
}
SteamAudioServer::~SteamAudioServer() {
shutdown();
SteamAudioServer::~SteamAudioServer() {
shutdown();
}
// Core Godot Methods
@@ -17,10 +16,13 @@ void SteamAudioServer::_bind_methods() {
void SteamAudioServer::initialize() {
if (Engine::get_singleton()->is_editor_hint())
return;
IPLerror err = iplContextCreate(&ctxSettings,&ctx);
if (err!=IPL_STATUS_SUCCESS) {
ERR_PRINT("Failed to create IPL context");
}
switch (static_cast<int>(proj_settings->get_setting("steam_audio/ray_tracer/RayTracer"))){
case 0:
break;
@@ -60,6 +62,8 @@ void SteamAudioServer::_notification(int p_what) {
directThread->start(callable_mp(this,&SteamAudioServer::start_direct_thread),Thread::PRIORITY_NORMAL);
indirectThread->start(callable_mp(this,&SteamAudioServer::start_indirect_thread),Thread::PRIORITY_NORMAL);
default:
return;
}
}
void SteamAudioServer::start_direct_thread() {

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@@ -1,21 +1,22 @@
#pragma once
#include <godot_cpp/classes/audio_frame.hpp>
#include <godot_cpp/classes/mutex.hpp>
#include <godot_cpp/classes/scene_tree.hpp>
#include <godot_cpp/classes/thread.hpp>
#include <godot_cpp/classes/wrapped.hpp>
#include <godot_cpp/core/class_db.hpp>
#include <godot_cpp/godot.hpp>
#include <godot_cpp/classes/thread.hpp>
#include <godot_cpp/classes/mutex.hpp>
#include <phonon.h>
#include <steam_audio.hpp>
#include <unordered_map>
#include "steam_audio_dynamic_mesh.hpp"
#include "steam_audio_source.hpp"
#include "steam_audio_static_mesh.hpp"
using namespace godot;
class SteamAudioServer : public Object {
GDCLASS(SteamAudioServer, Object) // Godot class declaration macro
private:
@@ -27,7 +28,7 @@ private:
bool needs_processing = false;
};
std::unordered_map<SteamAudioSource*,AudioSourceData> audio_sources;
std::unordered_map<SteamAudioSource *, AudioSourceData> audio_sources;
Ref<Mutex> audio_mutex;
IPLContext ctx=nullptr;
IPLContextSettings ctxSettings;
@@ -47,8 +48,8 @@ private:
Ref<Thread> indirectThread;
public:
SteamAudioServer(); // Constructor
~SteamAudioServer() override; // Destructor
SteamAudioServer();
~SteamAudioServer() override;
void _notification(int p_what);
void register_audio_source(SteamAudioSource *source);
void unregister_audio_source(SteamAudioSource *source);
@@ -57,8 +58,11 @@ public:
protected:
static void _bind_methods();
public:
void initialize();
void shutdown();
void start_direct_thread();
void start_indirect_thread();
};