![]() ![]() ![]() The complexity of the diffraction calculation increases with the number of edges, so the option should be disabled if your mesh contains boundary edges that should not diffract sound.įinally, note that acoustic textures assigned to acoustic surfaces do not have any effect on diffraction because edge materials don't absorb energy. For a given mesh, a boundary edge is defined as an edge that is connected to only one triangle and, therefore, exists on the boundary of the manifold. This flag enables generation of edge data that is necessary for diffraction calculations, and is used for both geometric diffraction on the direct path and for diffraction of reflections.Īlso, consider whether or not you want the boundary edges of a mesh to be able to diffract sound. This is done via the AkGeometryParams::EnableDiffraction flag. Geometric diffraction can be used to affect the direct sound propagation path between the emitter and listener, but also the path of its early reflections, when used in conjunction with Reflect.Įach geometry set that is passed to Spatial Audio needs to say explicitly whether it should be considered for calculating diffraction paths. Also, it is good to use the efficient Rooms and Portals abstraction (see Rooms and Portals) in conjunction with Geometric Diffraction in order to reduce the computational complexity of the latter. Geometry passed to Spatial Audio should be kept as simple as possible. Warning: Geometric diffraction and transmission can be used to entirely replace your game engine's raycasting method for computing obstruction, however the performance cost grows with the complexity of the geometry. It shows a sound with a diffraction path, diffracting around the edges of a thin wall, and a transmission path with a transmission loss of 100%. The image below is a screenshot of the Game Object 3D Viewer in Wwise. Typically, transmission loss is modeled with a low-pass filter and a volume attenuation. Sound transmitting though an obstacle has a transmission loss coefficient applied to it, resulting from the surface properties assigned to the geometry via the API. Typically, diffraction results in low-pass filtering.Īdditionally, Spatial Audio computes sound paths going through geometry. The apparent angle of incidence of the emitter is modified accordingly, and the diffraction value is sent to Wwise where you may control how it ultimately affects the sound. When an emitter is hidden from a listener by an object, Spatial Audio computes paths along its edges and, if some are found, computes the diffraction coefficient resulting from the sound bending around these edges. ![]() As such, it can completely replace your game engine's raycasting methods for computing obstruction. The geometry passed to Wwise Spatial Audio may be used to simulate diffraction and transmission of sound. ![]()
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