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Hi,

My sound designer is setting up material information for our occlusion effects, and we’ve got some questions as to the meaning of the values passed into Channel->set3DOcclusion(). We’re using software reverb everywhere.

First, just so that I make sure that I understand the directocclusion value, is it correct that the audibility of the sound is basically multiplied by this value? Also, if I have OCCLUSION_LOWPASS turned on, is that a fixed lowpass filter for all occluded sounds, or does the filter use a parameter based on the directocclusion value?

We’re a bit more mystified by the reverbocclusion value. It’s not entirely clear to us what that value represents, or rather what parameter is actually being scaled using that value.

So, along these lines, I want to present the end-cases, and make sure that I know what they all mean. Please correct me if I have any of these wrong, or fill in any information that I’m missing:

directocclusion = 0 and reverbocclusion = 0 – This makes sense that it would be not obstructed at all, and full send to the reverb.

directocclusion = 1 and reverbocclusion = 1 – Sound would be silent, because it’s fully obstructed everywhere.

directocclusion = 1 and reverbocclusion = 0 – Here I’m confused, because the sound will be fully occluded, but will send its full signal to the reverb. Will it end up being silent?

directocclusion = 0 and reverbocclusion = 1 – Again I’m unsure on this one. My interpretation is that it’ll be at full audibility, but will be completely dry with respect to the reverb, is this correct?

Thank you for your time and patience!

  • Guy
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[quote="Adiss":3j2pv9ko]Hi,

My sound designer is setting up material information for our occlusion effects, and we’ve got some questions as to the meaning of the values passed into Channel->set3DOcclusion(). We’re using software reverb everywhere.

First, just so that I make sure that I understand the directocclusion value, is it correct that the audibility of the sound is basically multiplied by this value? Also, if I have OCCLUSION_LOWPASS turned on, is that a fixed lowpass filter for all occluded sounds, or does the filter use a parameter based on the directocclusion value?
[/quote:3j2pv9ko]

Every channel has its own lowpass filter if you use this flag, and the directocclusion value alters the cutoff frequency per voice.

[quote:3j2pv9ko]

We’re a bit more mystified by the reverbocclusion value. It’s not entirely clear to us what that value represents, or rather what parameter is actually being scaled using that value.

So, along these lines, I want to present the end-cases, and make sure that I know what they all mean. Please correct me if I have any of these wrong, or fill in any information that I’m missing:

directocclusion = 0 and reverbocclusion = 0 – This makes sense that it would be not obstructed at all, and full send to the reverb.

directocclusion = 1 and reverbocclusion = 1 – Sound would be silent, because it’s fully obstructed everywhere.

directocclusion = 1 and reverbocclusion = 0 – Here I’m confused, because the sound will be fully occluded, but will send its full signal to the reverb. Will it end up being silent?
[/quote:3j2pv9ko]

Directpath is silent, but you still hear reverb from the sound. This is called obstruction. An example is a pillar blocking the sound from having a direct path to you, but you still hear the sound bouncing off the walls around you.

[quote:3j2pv9ko]
directocclusion = 0 and reverbocclusion = 1 – Again I’m unsure on this one. My interpretation is that it’ll be at full audibility, but will be completely dry with respect to the reverb, is this correct?
[/quote:3j2pv9ko]

Yes, this is called exclusion. An example is a doorway with the sound in direct view. You get the full direct signal coming to you, but the reverb is bouncing around the walls in the other room, and muffled because it doesnt generally escape through the doorway and hit you in the room that you are in.

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Thanks! That clears up a lot of what we’ve been confused about.

  • Guy
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