Can Geometry and Materials affect Sound Volume?
First of all, i have no idea about sound in unreal nor any knowledge about creating sounds with an external application. Its just not what i normaly do. Dont worry though, i am not asking for help about it. I am simply asking if something like this would be possible without having to code this entirely from scratch, which i couldnt anyway..
Now for the question.
Image there is a house, and there is a player inside it standing infront of a closed window. on the streets there is traffic. the players can barely hear the traffic because the window is closed. Now lets say the player was to open the window, would it be possible to have the sound change dynamically not only for this particular window, but for an entire level with multiple windows and doors which may or may not be open?
One other example: think of a room with a wall cutting the room in half. Two players, one on each side are walking around. One player should hear the others footsteps but the footsteps should sound muffled through the wall. now we remove the wall and the sound of the footsteps should be clear.
One more example: in a tow story building, two players are walking around, one player on each floor. Now the player on the ground floor would hear the steps of the player on the first floor. But yet again, it should sound muffled (if i am using this term correct). To think even further, the voulme should differ, depending on what kind of material the player on the first floor is walking on. so f.e. when walking on a wooden floor, steps should be louder than when walking on a carpet. And all of this should be dynamic depending also on how thick a wall maybe, or what kind of material the wall is made of.
Just to be clear, i am not talking about the attenuation here! What i am kind of looking for is a physically correct sound and volume behaviour.
What you're looking for is occlusion and obstruction, as well as early reflections management. There's nothing like it in UE4 at the moment, nor most game engines - the way it's managed usually consists in placing reverb or obstruction volumes which may or may not be extracted from the geometry (it's usually done manually).
There are a few projects to handle this sort of things automatically, such as Two Big Ears's. I haven't tried it personally, it's in closed beta at the moment, but you can apply for it.
answered Sep 11 '15 at 08:38 AM
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