You mean ray traced audio processing?
That's a focus point on the next gen consoles, but not really on PC. But even it's not on the focus, the technology is there. Steam Audio 2.0 is mostly can do what the new consoles can. Not a perfect match, but it can do the job. Now Steam Audio 2.0 support three ray tracing engines: the default built-in solution from Valve, the multi-threaded CPU-optimized Embree engine from Intel, and the GPU-optimized Radeon Rays from AMD. The drawback here is the real-time results. Embree works very well, but you need a lot of CPU cores to get good performance. The Radeon Rays works on any hardware with OpenCL support, but it only gives good results if the hardware support resource reservation, and only Radeons can do that.
NVIDIA also have a VRWorks Audio solution, but nobody really care about it. The industry is focusing on Steam Audio 2.0, and Valve don't want support VRWorks Audio.
There are some ongoing research on the usage of DXR for audio processing, but Steam Audio 2.0 is a far better overall solution. So most devs are just implementing this, Unity and Unreal Engine also support it.