how does the NEW audio occlusion in 4.11 work exactly?
So, i really want to use the audio occlusion feature, but i think i am misinterpreting what the line of sight within the description really means for this feature?? I have an ambient sound cue that has the enable occlusion on, this soundcue sits in a large room that can be enter either from top or bottom, when i am flying around in the editor and i have realtime audio at full volume, the audio occlusion feature works exactly as i expect it. Once i am behind a door, i hear it occluded and when i enter the room, i can hear the filter open up. but when i play in the editor, its the opposite? Also, if i enter the room while looking at the sound source direction i'll hear it occluded but if i turn around i won't? so i find it bizarre that the feature seems to work while in the edit but when i play test its off. i made sure not to have sound focus on, just in case that was causing a non-focus attenuation problem, which it isn't.
So my question is, why is my audio getting occluded when i look at the direction of the audio source but when i turn around i lose the occlusion? it is because of the "line of sight"? does the line of sight work from my camera (casting a linetrace) to an audio emitter and does it determine if something (with collision) is in between? because if that's the case, then something is really wrong. can someone please help me understand this feature better?
thanks so much in advance
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