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I am in the middle of advocating for a switch to FMOD for our project. Of particular interest to the programmers is the occlusion ("geometry engine").

I have all the documentation that comes with the download of Designer and FMOD EX, but I don’t see anything, including in the .chm, which describes how game geometry info is meant to be used to feed FMOD what it needs to occlude sounds.

Could someone please point me to a doc or post or something which explains, in programmers’ terms, how that system works? I need to make clear what demands would be placed on them and our game engine to make FMOD occlusion work.

Thank you.

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There is no specific documentation for the geometry based occulsion system, but I can provide a quick overview. The geometry occlusion system is quite sophisticated but the programmer interface is quite basic. The programmer provides FMOD with an array of poygons and occlusion properties for each object and FMOD handles the rest. There is a ‘geometry’ example in the FMOD install directory which demonstrates API usage.

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Basically you set the GeometrySettings to the cubic size of your world

then you simply add geometry to the system using Geometry_AddPolygon. matching your 3d object poligons, Personaly, I just add cubes that roughly match the object that occlude sound. Simpler geometry

you do this when you setup or after you setup your 3d environment

Geometry_Release when done/changing to another map.

the example is in
C:\Program Files (x86)\FMOD SoundSystem\FMOD Programmers API Win32\examples\geometry

It’s not really a great overhead programaticaly if you play your cards right

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