Occlusion and indirect sound
So, using raycast. Did some more testing:
- Object A is a blueprint with a static mesh which plays a sound each time the object collides with something. I’ve tried using “Play sound at Location”, “Spawn Sound at Location” and “Spawn Sound Attached”, setting in any case the same attenuation (which includes steam occlusions). Occlusions do not seem to work properly (I hear the object hitting even when behind other objects)
- Object B is a similar blueprint, but with also an audio component attached with a looping sound (same attenuation). Looping sound works fine with occlusions, bump sounds no (e.g. throw the object, stop hearing the looping sound and then hear the bump)
Any idea why?
Also, when the looping sound is occluded, it gets completely muted even if I enable indirect sounds (e.g. add a real time reverb). Is this something expected?