# Geometry Occlusion?

**URL:** <https://qa.fmod.com/t/geometry-occlusion/11249>\
**Category:** FMOD Studio\
**Created:** [December 27, 2013, 12:55am UTC](https://qa.fmod.com/t/geometry-occlusion/11249 "2013-12-27T00:55:27Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![vanSulli](https://avatars.discourse-cdn.com/v4/letter/v/b5a626/32.png) [@vanSulli](https://qa.fmod.com/u/vanSulli)\
**Post date:** [December 27, 2013, 12:55am UTC](https://qa.fmod.com/t/geometry-occlusion/11249/1 "2013-12-27T00:55:27Z")

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Hello,

I’ve noticed that the low-level api seems to have geometry-based occlusion; from what I can tell, Studio only has this with distance. Is there a way to work with the geometry end of things with Studio events?

In either case, I also have a few questions about how the audio is changed based on distance and geometry. If I have a 3D event playing, does it take the speed of sound into account, or only its attenuation?

My question concerning geometry is a bit difficult to describe so I’ll use an example: Suppose I have a room with an L-shaped hallway attached. If I play a sound from around the bend in the hallway, would it sound like it was coming from the hallway or would I only hear the sound through the wall between the room and the hallway? That is to say, would I need to simulate the propagation of sound myself or would FMOD do this for me provided it has all of the geometry information it needs?

Thanks,  
Sullivan.
