Hey, an audio forum! Awesome!
I wanted to share what I’m working on: Enhanced Audio Occlusion.
The audio occlusion in UE4 is great, and mixed with Steam Audio is even greater. There are, unfortunately for now, still limitations. The biggest two I see are:
Audio occlusion is limited to one trace channel. This means occlusion is sound dependent rather than surface dependent. Each sound has one trace and occludes to one volume and one LPF, not matter the type of object occluding it.
Steam Audio adds partial occlusion, but you can’t visualize it and you can’t tweak it yourself.
So I created a blueprint that allows you to occlude sounds based on physical materials assigned to materials in the level. A wall can have a “Wall” physical material applied to it and affect all occluding sounds in its specific way. Then, you could assign a “Metal” physical material to other objects and have those objects affect occluding sounds in a different way. Also, I added a functionality to simulate partial occlusion with customizable trace points that go around the sound source. Each point stores a part of the audio’s volume and Low Pass Filter frequency. For every point blocked, it reduces the volume and applies a bit of LPF depending on the center audio’s weight and the materials between you and the trace location.
This blueprint takes every occluding material between you and the sound and combines all of them to offer even more realism.
Here’s a video demo. Would love to hear what you guys think!