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Wwise Unreal Integration Documentation
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When the line of sight between the emitter and the listener is obstructed by an object, Spatial Audio can create diffraction paths that will go around the object and simulate a realistic behavior. Depending on the angle of the path around an edge, the sound will be attenuated.
Note: The Preparation for the Spatial Audio Tutorials must be completed prior to starting this tutorial. Most importantly, these two steps must be done.
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Follow these steps to set up Spatial Audio diffraction in your map.
In the SpatialAudioTutorialMap provided with the Demo Game, you can see the diffraction paths created by the obstacle outside when the outside emitter is playing:
Diffraction attenuates the sound using the Diffraction curves in the sound's Attenuation ShareSet. When the curves are set to Use Project Diffraction, they use the Diffraction curves in the Environmental Curves tab of the Project Settings in the Authoring application.
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