menu
Version
2024.1.0.8669.390
2024.1.0.8669.390
2024.1.0.8669.390
Description:
Geometric diffraction finds indirect paths from the emitter to the listener. Geometric diffraction replaces ray tracing and obstruction tests on the game engine side and automatically sets the diffraction value of a game object according to the angle at which a sound diffracts around an object. Using multipositioning, Wwise Spatial Audio updates the position(s) of the game object (known as the ‘virtual position’) to simulate the sound wave propagating around the objects, rather than through it.
Action Item:
Place the radio in the middle of the street and start to walk around. We suggest starting with the ‘Fix’ preset.
Make sure Wwise is connected to WAL and ensure Spatial Audio is enabled in the Profiler Settings dialog. Open the Game Object 3D Viewer (in the Game Object Profiler layout, opened with F12) to visualize the paths that the sound travels around the buildings.
What to Expect:
Notice that when you walk behind a building, the sound becomes smoothly filtered and attenuated. Also notice the direction that the sound comes from – the corners of the building that it propagates around, rather than a straight-line path to the sound. Also observe the virtual positions of the game object appear in the Game Object 3D Viewer as a sound becomes diffracted. There will be one sound position for each sound path.
Questions? Problems? Need more info? Contact us, and we can help!
Visit our Support pageRegister your project and we'll help you get started with no strings attached!
Get started with Wwise