3D sounds in building - adopt room shape?

(Valentin Spiegel) #1

Hey folks,

I’m really struggling with fitting sounds into a room or any closed area.

Let’s say I have a cubic room and want to put a sound source, like a generator or something, in it. As the sound should adopt to the player’s movement, I set up a 3D event, place my sound and edit the attenuation settings.

With the attenuation falling off in a circular manner, there will be some points within my cubic room, which will not be covered by the sphere of the attenuation. Meaning there will be no sound at all, which is not what I want. I could of course increase the radius of the attenuation, but then the sphere spreads into the other rooms next door.

Is there any smart way to change the shape of the attenuation to adopt the rooms shape?

(Joseph Harvey) #2

Many sound designers add a parameter that represents whether or not the event is muffled or otherwise occluded from the listener by an intervening barrier, and automate the event’s volume on that parameter. Many commercial game engines have built-in ray tracing that can be used to calculate whether an emitter is occluded. If you are using your own game engine, you will need to add this feature to it in order to drive the parameters you add.

(Valentin Spiegel) #3

Thank you for your answer. I’m using Unity. So far I only came across “ray cast”, but found some tutorial on building your own ray tracer. In the end I guess I have to write another script to constantly read out the ray tracer and link this the FMOD parameter?

(Joseph Harvey) #4

If you want the occlusion state of your event to be updated constantly, yes. In some situations it may be easier to just update the occlusion parameter of your event whenever the listener/player pawn leaves or enters the room.