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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 with obstruction.
Note: The Preparation for the Spatial Audio Tutorials must be completed prior to starting this tutorial. |
Note: When using Spatial Audio diffraction, disable unreal engine side obstruction/occlusion. Set the Occlusion Refresh Interval of your emitters (AkComponent) to 0. |
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:
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