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Wwise SDK 2024.1.0

◆ SetPortalObstructionAndOcclusion()

AKSOUNDENGINE_API AKRESULT AK::SpatialAudio::SetPortalObstructionAndOcclusion ( AkPortalID  in_PortalID,
AkReal32  in_fObstruction,
AkReal32  in_fOcclusion 
)

Set the obstruction and occlusion value for a portal that has been registered with Spatial Audio. Portal obstruction simulates objects that block the direct sound path between the portal and the listener, but allows indirect sound to pass around the obstacle. For example, use portal obstruction when a piece of furniture blocks the line of sight of the portal opening. Portal obstruction is applied to the connection between the emitter and the listener, and only affects the dry signal path. Portal occlusion simulates a complete blockage of both the direct and indirect sound through a portal. For example, use portal occlusion for opening or closing a door or window. Portal occlusion is applied to the connection between the emitter and the first room in the chain, as well as the connection between the emitter and listener. Portal occlusion affects both the dry and wet (reverberant) signal paths. If you are using built-in game parameters to drive RTPCs, the obstruction and occlusion values set here do not affect the RTPC values. This behavior is intentional and occurs because RTPCs only provide one value per game object, but a single game object can have multiple paths through different Portals, each with different obstruction and occlusion values. To apply detailed obstruction to specific sound paths but not others, use AK::SpatialAudio::SetGameObjectToPortalObstruction and AK::SpatialAudio::SetPortalToPortalObstruction. To apply occlusion and obstruction to the direct line of sight between the emitter and listener use AK::SoundEngine::SetObjectObstructionAndOcclusion.

See also
Parameters
in_PortalIDPortal ID.
in_fObstructionObstruction value. Valid range 0.f-1.f
in_fOcclusionOcclusion value. Valid range 0.f-1.f

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