[quote:3v8z20w1]I wonder that if i model a place in cave, i only adjust the the Reverb API settings can do it, those geometry settings just to complete the Occluded, these two API not interactive? [/quote:3v8z20w1]
They are interactive in that Reverb objects are defined as spheres, but you can use Geometry to change the shape of the reverb.
Geometry has two occlusion properties: directocclusion and reverbocclusion. You can use geometry with reverbocclusion=1.0 to enclose the reverb sphere in any shape you like. You will not hear reverb outside the geometry if reverbocclusion=1.0.
You can draw the geometry using GLUT that should not be a problem.
[quote:3uozs9rp]i really want to know that how the function addPolygon in Geometry Engine work[/quote:3uozs9rp]
FMOD Geometry is used for occluding sounds. The add polygon is the interface for creating this sound occluding geometry.
[quote:3uozs9rp]can i draw the audio polygon line[/quote:3uozs9rp]
I’m not entirely sure what you’re asking, FMOD doesn’t have access to any drawing API so it cannot draw the geometry on screen. You can draw it yourself using your render engine though, that is good method to aid debugging sound geometry.
I wonder that if i model a place in cave, i only adjust the the Reverb API settings can do it, those geometry settings just to complete the Occluded, these two API not interactive? There is audio polygon in the reverberation, if i want to draw it can to use other appliance, such as glut…
- alfa1783 answered 9 years ago
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