I need more explanation on how the double sided polygons work in FMOD geometry.
Let’s say there is a room, there are sources inside and outside of the room. In order to define the norms of the quads of the cube (simulating the room) I need to know how the ray is emitting from the source and the listener.
I need to know how I should consider the norms of the quads (whether to define the vertices anti clockwise or clockwise), and how does it change if we define the polygons to be double sided or single sided.
To be more accurate, I want to know how to define the norms in a way that when we’re outside the room we don’t hear anything from the inside, and when we’re inside we don’t hear anything from outside (I set the direct occlusion factor to be 1).