![]() ![]() Warning: Compared to curves, using a built-in parameter requires more manipulations. Output Bus Volume and LPF are privileged over the base Volume and LPF because they should apply to the direct signal path only, and not to the auxiliary send to the Room's reverb. You may then use it with an RTPC to control any property of your Actor-Mixer. Values pushed to this game parameter are scoped by game object, so they are unique for each emitter. To do so, create a game parameter and set its Bind to Built-in Parameter drop-down menu to Diffraction. However, custom Diffraction curves can be created in an Attenuation ShareSet applied to the sound.Īlternatively, the Diffraction built-in parameter can be used. Project obstruction curves impact all the sounds in a project, which makes them less flexible. They can be authored in the Project Settings' Obstruction/Occlusion tab and will impact Volume, LPF, and HPF to emulate volume and frequency-dependent behaviors. By default, the project obstruction curves are used. The diffraction value on the emitter game object is used to drive curves in the Authoring. It can set the diffraction value on the emitter game object or set the value of the Diffraction built-in game parameter. This diffraction angle, which may go to up to 180 degrees, is then mapped to a coefficient between 0 and 100%, and given to the Wwise user for driving corresponding audio transformations, by one of two means. Ensure that the Enable Diffraction and Transmission box is checked in the Positioning tab of each sound that need to be propagated.įor each emitter in adjacent Rooms, Spatial Audio computes a diffraction angle from the Shadow Boundary, from the closest edge of the connecting Portal. An emitter in another Room reaches the listener via Portals, and their associated diffraction, and via transmission through rooms' "walls". With Spatial Audio Rooms and Portals, sound propagation in Rooms other than that of the listener is managed by the Rooms and Portals abstraction. Modeling Sound Propagation from Other Rooms Volume, filtering, or any property on BusģD panning of busses, reverb, bus volume and game-defined send offset of Auxiliary Bus to other bussesĭrives transmission loss values according to the room and surfaces the sound path goes throughĪssigns transmission loss values to volumes and filters via transmission curves in the Attenuation ShareSet, project occlusion curves, or built-in RTPCs. ![]() ![]() Room coupling: reverb spatialization and diffraction of adjacent room's diffuse fieldĬalculates the propagation of the diffuse field through portals Reverb, bus volume and game-defined send offset on Actor-Mixer Modifies the game object position to simulate the perceived angle of incidence of the diffracted soundĪssigns diffraction values to volumes and filters via diffraction curves in the Attenuation ShareSet, project obstruction curves, or built-in RTPCs Acoustic PhenomenonĬalculates indirect sound paths that drive diffraction values The table below summarizes the features of Spatial Audio Rooms and Portals by grouping them in terms of acoustic phenomena, describing what Spatial Audio does for each, and how sound designers can incorporate them in their project. Virtual Positioning and Diffraction Through Portals.Modeling Sound Propagation from Other Rooms. ![]()
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