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Forum Guys,

I am trying to get occlusion working in our game. We have our own raytracing in game and as such I am trying to use Event::set3DOcclusion.

I am initing with:

result = eventSystem_->init( FMOD_CHANNELS, FMOD_INIT_OCCLUSION_LOWPASS, NULL, EVENT_INIT_NORMAL );

This is "sort of" working, the volume is indeed being adjusted accordingly but there doesn’t seem to be and low-pass filtering.

Am I missing something simple? I hope so 😉

Any help or advice would be great,
Igor Dopita
Microforte Lead Tools Programmer

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it is quite possible because you are not using FMOD_SOFTWARE for your sounds? You may be hearing directsound buffers which have no such lowpass feature.

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Sorry to sound very n00b but haw do I set "FMOD_SOFTWARE" for an Event?

I can see how I would set it for a "Channel" or "Sound" but not an Event.

Is this something I need to do through Designer? I would love clarification of how exactly I should go about implementing this.

Thanks in Advance,
Igor Dopita
Microforte Lead Tools Programmer

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Hi Igor, you can set the "Force software" field to "Yes" in the Wave banks tab in FMOD Designer.

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Thanks for that info…

I will be testing this very soon.

What is the approximate CPU hit for doing this processing on the CPU?

Our project is currently CPU bound so I am wary to do this if the cost is too high.

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It will add cpu usage, but it is reasonably cheap, its probably about 1-2% extra cpu usage for 32 concurrent voices.

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