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The Obs/Occ tab displays information about obstruction, occlusion, diffraction, transmission loss, spread and aperture affecting objects in your game.
Interface Element |
Description | ||||||
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Opens a search field where standard alphanumeric entries filter out unmatching elements from the view. Learn more in Using tables. Click the Close icon to the left of the search icon to close the search field and remove the filter.
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Right-click the table header to open the Configure Columns dialog where you can specify which columns to display and their order. See Using tables. | |||||||
Game Object |
The unique ID of the game object. | ||||||
Index/ID |
The index of the sound position, and hashed ID of the Spatial Audio sound path, if applicable. The index (0-based) is that which was passed to the game object using the
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ListenerID |
The unique ID for the listener. | ||||||
Obstruction |
The percentage obstruction value on the game object for the given position index and listener. | ||||||
Occlusion |
The percentage occlusion value on the game object for the given position index and listener. | ||||||
Diffraction |
The diffraction coefficient, expressed as a percentage (0-100%) for this particular sound position index and listener combination. | ||||||
Transmission Loss |
The transmission loss coefficient, expressed as a percentage (0-100%) for this particular sound position index and listener combination. | ||||||
Spread |
The source spread value assigned to this game object by Spatial Audio. Source spread is calculated from the radial extent of
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Aperture |
The aperture value represents the smallest portal opening traversed on a sound path from the emitter to listener, and has the effect of clamping the maximum possible spread for a particular sound. The spread for each sound is clamped to the aperture value, whether it is defined by the API, using the
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