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Hi, I’m trying to understand some parts of the two 3d-examples using geometry, one using the low-level calls, and one using events.

In the low-level calls, the occlusion can be found with channel->get3dOcclusion(), which is used in the example, where it’s used to dim the yellow rings if they’re occluded.

But in the event-driven version, the rings aren’t dimmed, and code is commented out. I’ve tried to find where the occlusion-setting is stored, but the only place that I’ve found something is in the FMOD_EVENT_INFO.audability, and I guess that this is used along with the geometry-engine, but it accounts for distance as well, which I’m not interested in. event->get3dOcclusion() just returns 0.

I basically want to know if there’s a function that returns if an event is occluded or not with the polygons stored in the geometry, and only that.

Is the idea that I shouldn’t initialize with FMOD_INIT_SOFTWARE_OCCLUSION, and that set3dOcclusion will be called with the appropriate info, anyway?

Thanks.

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Hi,

[quote="Musiqua":1cecwlx3]event->get3dOcclusion() just returns 0.[/quote:1cecwlx3]

Yes, this function simply gets the values that have been set with event->set3DOcclusion(), which default to 0.

[quote="Musiqua":1cecwlx3]I basically want to know if there’s a function that returns if an event is occluded or not with the polygons stored in the geometry, and only that.[/quote:1cecwlx3]

No, currently there is no simple way to do this. You could, however, get the event’s channelgroup with getChannelGroup and then iterate through all the sub-groups and channels in that channelgroup, calling get3DOcclusion on each one.

[quote="Musiqua":1cecwlx3]Is the idea that I shouldn’t initialize with FMOD_INIT_SOFTWARE_OCCLUSION, and that set3dOcclusion will be called with the appropriate info, anyway?[/quote:1cecwlx3]

FMOD_INIT_SOFTWARE_OCCLUSION just tells FMOD to calculate the occlusion in software, rather than using the sound hardware to do it. You don’t need to call set3DOcclusion if you’re using the geometry API; the occlusion will be calculated by the geometry engine.

Ben

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Okay, I think I’ve gotten it to work now. But I’ve now got a question about the reverbOcclusion. Is it only used when using Event reverbs from Designer?

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no, any reverb.

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