[GAUGING INTEREST] Adaptive Audio Occlusion

Interested in how you’re progressing with the diffraction/absorption as well…

Updated original post with latest info.

Updated original post again. This time I’ve added diffraction!

Okay, I’ve added a debug demonstration video to the original post to give a visual aid of what’s really going on in this blueprint.

What about echoing/bouncing sounds based on environment, any thoughts on that?

I like the idea of this, but like your binaural blueprint, if it doesn’t work outside of stereo setups, it isn’t really that useful, IMHO.

I think sound propagation through geometry is beyond what’s achievable with blueprints, and it’s definitely beyond my ability.

There might be ways to fake it using traces and altering reverb in the level, but there would be so many variables to consider that it wouldn’t really be feasible.

I’m not sure what you mean. The binaural wind bp is definitely stereo centered, but it was really designed with VR in mind.

This blueprint isn’t restricted to stereo at all. It merely occludes a sound and diffracts around objects. Your speaker setup has no bearing on how this blueprint acts.

I was under the impression it would not work properly with non-stereo speaker setups; i.e if you were using 7.1 surround? If that’s not the case, then I happily retract my previous comment!

Oh yeah, it’ll work just like any other sound in the level. The diffracting sounds on the sides of the obstacle are just ambient sound actors added and playing the same soundcue as the original sound, so there are no fancy stereo audio files restricting you to two speakers/headphones. They can be spatialized like everything else.

I have an option to deactivate the diffracting sounds altogether as well, in case you just wanted the occlusion.

I apologize if my explanation of the blueprint is hard to understand. I don’t know why I decide to go with such abstract ideas for the marketplace. I can tell you that my friends and family still have no idea what my binaural wind blueprint is supposed to do.

Sounds good! Out of curiosity, is there any reason you’d not be combining the two into the same package?

I assume you mean the occlusion and diffraction? If so, I will be combining them together for sure. The diffraction aspect is going to be almost an experiemental feature that can be switched off. Mostly this is about real-time occlusion depending on surface types.

Well, I’ve submitted this to Epic in the first part of the submission process (the pitch). Hopefully it goes over well. I’ve recently added a few more features and cleaned it up a bit, and made a Features video. Here it is:

When is this coming out??

When can I download this?