x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Office Holiday

Epic Games' offices will be on holiday from June 22nd to July 7th. During this period support will be limited. Our offices will reopen on Monday, July 8th. 

Setting up occlusion / obstruction between UE4 and Wwise

I have wwise intergrated with 4.10 and I have the basic audio occlusion working where if an object is between the sound source and the listener then occlude 100%.

What i'm wondering is if it's possible to finnesse this system any further. Wwise has a curves in project settings that allow you to change low pass and volume curves based on % of occlusion however when I changed these curves (so 100% wasn't -infinity on volume and LP) I didn't hear any changes in game. It would still occlude 100%.

Is it possible to make it so unreal will recognize a % of occlusion? Can I change or set material properties somewhere to set a 'density' or does this require a coder to do this work for us?

Currently it seems to just jump from 0% to 100% as soon as the player loses line of sight to the sound source.

Is the UE4 audio occlusion using a different system to what wwise is presenting me with and how possible is it to get these two to play with each other?

Thanks

Product Version: UE 4.10
Tags:
more ▼

asked Jan 21 '16 at 02:26 PM in Using UE4

avatar image

asbestos101
11 1 2 2

avatar image zhangdoa Feb 12 '16 at 07:02 PM

Same question I have, and I find it's always the occlusion happened rather than obstruction, maybe it should be a setting in UE?

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

I have created an occlusion system for audio in UE4 and it requires line tracing. I think that if you want to create a deeper occlusion system to replace the one that's given to you by Wwise, you have no other option but to get your hands dirty with some programming.

You can start by creating physical materials that are then associated to geometric elements in your levels (Walls, ... ), then the most important sound emitters in your game have to line trace to your character and if you break the hit result on those line traces, you can see if you (listener) were hit by the line trace or, if not, what kind of material is between the emitter and the listener. From that point on you can create a finer occlusion parameter that talks to LPF and volume attenuation inside Wwise.

more ▼

answered Feb 25 '16 at 12:11 PM

avatar image

steinmann
6 1 3 2

avatar image zhangdoa Feb 25 '16 at 01:31 PM

Good idea and thx alot,but I'm afriad that it may cost alot of CPU,tomorrow I'll check out if it's a good way to solve this problem.And I find it seems that the occlusion was based on the rotation of camera while not on the player's face direction,maybe there should be a change of listener?

avatar image steinmann Feb 25 '16 at 01:50 PM

Check this out. What I did is the same concept and it may help you to visualise the system. It can be expensive for sure, that's why I said that you should apply this only to the most important sound emitters in the game.

https://www.youtube.com/watch?v=6kaYec34gog

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question