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Hi,

I’m using the addpolygon method to add a plane as an obstruction for a sound source. I’m just feeding 4 vertices and adding one quad polygon (assuming that the sound source is blocked by a wall).
I believe that even if I set the direct factor to 1.0f I should still hear something because of the leakages of the margins of the wall but I don’t. Is this a true assumption or FMOD assumes that the sound will totally be absorbed by the wall.
Thank you.

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yes there is no ‘leakage’. It is simply a line in poly test and does not do radiosity or any multi-bounce logic. That is what reverb is for. You can set a direct and reverb material absorption level to simulate it.

  • GhPGame

    Thank you so much Brett for your answer.
    You mean if I set the direct factor to something less than 1 and the reverb factor to something more than zero, when the listener is standing in front of the plane, he will hear the effect of both reverb and absorption. Right?

  • Brett Paterson

    Unless a wall is really really thick and solid, I would probably have it lower than 1 and use frequency filtering (ie FMOD_INIT_CHANNEL_LOWPASS) so you get a good low frequency effect getting through walls. Depending on the shape of the object, if the reverb was 0 you would hear the reverb of the sound clearly through the wall, which is a fake way to simulate it bouncing around the edges of the wall. Tweaking it, for example setting it to 0.5 might make it more realistic, but it needs hand tuning.

  • GhPGame

    So you mean even if I set the direct to something lower than 1 and set the reverb to 0, I still hear the reverb of the sound and that is a way to simulate bouncing around the edges of the wall. Right?

  • Brett Paterson

    Hi, yes, I would check http://ixbtlabs.com/articles2/sound-technology/ down at the ‘occlusion’ section, it shows the different ideas regarding this, 1. obstruction, 2. occlusion, 3. exclusion.

  • GhPGame

    Thank you so much Brett.

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