menu
 
Version
2021.1.14.8108

2024.1.5.8803

2023.1.13.8732

2022.1.19.8584

2021.1.14.8108

2019.2.15.7667

2019.1.11.7296

2018.1.11.6987

2017.2.10.6745

2017.1.9.6501

2016.2.6.6153

2015.1.9.5624

menu

Wwise Unreal Integration Documentation
Occlusion

Basic occlusion is exposed for AkOcclusionObstructionService::SetOcclusionObstruction(). To enable occlusion on an Actor, use the Set Obstruction Occlusion Refresh Interval function in the Blueprint Editor. A UAkComponent version is also available. If the refresh interval is set to 0, occlusion is disabled.

Determining whether a listener is occluded from a source is done with a simple line-of-sight check, using the line trace channel set in the AkComponent's properties (OcclusionCollisionChannel). If the line of sight is blocked, the occlusion level calculation is started. This calculation maps the hit point on the obstacle to its bounding box, creating twelve points around the obstacle. To see if these "secondary paths" are also blocked, other line-of-sight tests are done. The occlusion sent to the SoundEngine is modulated from the number of "secondary paths" that are blocked.

A temporal fade method is also added to allow smooth transition between occlusion levels. To change the fade speed, change the OCCLUSION_FADE_RATE constant.


Cette page a-t-elle été utile ?

Besoin d'aide ?

Des questions ? Des problèmes ? Besoin de plus d'informations ? Contactez-nous, nous pouvons vous aider !

Visitez notre page d'Aide

Décrivez-nous de votre projet. Nous sommes là pour vous aider.

Enregistrez votre projet et nous vous aiderons à démarrer sans aucune obligation !

Partir du bon pied avec Wwise