Video resources for Steam Audio are outdated (from when it was called Phonon)
Requires a lot of settings changes to get audio as realistic as possible
Supports custom HRTF files in SOFA format
Has per-object materials as opposed to per-room
Software kept up to date for many platforms
Works well with SteamVR and the Vive Headsets
Per-room materials as opposed to per-object
Relies on more static baking than dynamic audio which increases scene complexity and lowers dynamic quality
Requires a few settings changes to get audio as realistic as possible
Does not support custom HRTF files
Software kept up to date for many platforms
Works well with SteamVR and the Vive Headsets
Requires a long setup time
Software branch is quickly becoming outdated
Very few resources/tutorials online
Only supports Unreal Engine via plugin (with an unofficial Unity port with no documentation)
Once VRWorks Audio is set up, everything is automatically ready for spatialized audio