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Audio Occlusion does not work

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  • Audio Occlusion does not work

    I have a Elevator Blueprint over an ocean, When I get into the elevator I want the ocean to be muffled and I've tried adjusting every setting but I cannot get anything to sound muffled or occluded, ive even tried the steam audio plugin but that is even more confusing, some help or a step by step tutorial would be awesome

  • #2
    Well... I've been requested to develop a "less convoluted audio occlusion system for designers" by few teams that have no dedicated programmer.
    Seems like the built-in solution is very basic and Steam audio is too much trouble to deal with so I'm building a custom occlusion plugin that is way easier to use (for their designers).

    I have no ETA for when it's ready (complicated math is involved), but as soon support for FMod and WWise is added I will publish
    | Finite State Machine | Object-Pool Plugin | Auto-Save Plugin | Anti-Cheat Plugin |

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    • #3
      Originally posted by BrUnO XaVIeR View Post
      Well... I've been requested to develop a "less convoluted audio occlusion system for designers" by few teams that have no dedicated programmer.
      Seems like the built-in solution is very basic and Steam audio is too much trouble to deal with so I'm building a custom occlusion plugin that is way easier to use (for their designers).

      I have no ETA for when it's ready (complicated math is involved), but as soon support for FMod and WWise is added I will publish
      Awesome bro, can't wait to see it in the marketplace, do you have a forum thread where I can watch the progress and updates of the asset before its released?

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      • #4
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        Occlusion is located in the ATTENUATION SETTINGS:


        Enable Occlusion: Must be toggled ON it is OFF by default.
        Occlusion Trace Channel: Available are all the PhysX trace channels, Visibility is the most practical and defaulted.
        Occlusion Low Pass Filter Frequency: Is the cutoff frequency of the Low Pass Filter applied to the Sound being occluded, the LOWER this number, the more MUFFLED the effect.
        Occlusion Volume Attenuation: Is how much QUIETER or LOUDER you want your Occluded sound to be, the LOWER this number, the QUIETER the sound.
        Occlusion Interpolation Time: Is how long you want it to take to transition from Occluded to Not Occluded.
        Use Complex Collision for Occlusion: This should be used if you would rather use a complex collision trace instead of a Visibility Channel Trace.

        PLEASE ensure that your occluding object is actually blocking.

        If this is still confusing, please post screenshots of your settings--do not make a new post, just post them in here.
        Dan Reynolds
        Technical Sound Designer || Unreal Audio Engine Dev Team

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        • #5
          Here are my Occlusion settings for my ocean sound, As i get closer to the ocean, is there a way I can Unmuffle my sounds, also do I need to do anything to the walls or rocks in my scene or will it do what it needs to do automatically?



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          • #6
            If you're using Complex Collision, then you need to make sure that the occluding objects have a collision mesh.
            Dan Reynolds
            Technical Sound Designer || Unreal Audio Engine Dev Team

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            • #7
              Originally posted by jojo8026 View Post

              Awesome bro, can't wait to see it in the marketplace, do you have a forum thread where I can watch the progress and updates of the asset before its released?
              I don't have any forum thread yet because this is in very early stages. I' working on it for less than a week currently.
              I usually only post things when its already complete, I did post about it here just to let you know something as a 'middle-ground' between built-in occlusion and the "heavy" Steam Audio is in the works as seemed like you're really in need for it...

              Occlusion is already working, I am using physical materials attached to Materials you create in the Material Editor to calculate occlusion properties instead of forcing designers to add a convoluted import/export of meshes to an external software;
              But there's a lot of things yet to be done, I'll create a forum topic once I resolve more annoying maths that have to be added for sound "portals", diffraction, reverb variations and scattering.
              Here's early stage example of ray-tracing algorithm working:

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              • #8
                Oh, and sorry to bump this again, but I'm excited
                Here's a little video, test demo, of the scene above:

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