Hi,
I’m having an issue in which for some reason even tho in the Details panel Occlusion Details are enabled, occlusion is not working on a particular project. Before I explain the issue in detail and what I have done so far, a bit of a background on what have been done I think it might be useful so:
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FMOD plugins are set correctly within the project just like the documentation says (otherwise I wouldn’t be able to use it in the first place). Said plugins include the Distance Filter and Gain dlls.
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I set the Occlusion on the events I need it just like the API documentation says in the integration with UE4 section. The method I used was by setting the property (Occlusion:1) and the effect which is the LPF in the master track of each event.
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The versions I’m using for both pieces for software are UE4 v4.20.3 and FMOD Studio Tool 1.10.10
Now the issue is that the project is somehow ignoring the occlusion that I enabled on my events and because of that I did several tests to check what was going on, here’s what I did:
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I made a blank project of both the engine and FMOD, used a particular event from the original FMOD project and set the parameters, again, like the documentation says (property “Occlusion:1” and setting the LPF effect on the master track). Then I tried the event and the occlusion worked.
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For this one I simply built the assets of the main FMOD project into the engine test project and took the same event that with the same properties and parameters I used for the FMOD test project, enabled the occlusion in the engine and, again, occlusion worked.
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I went back to the main engine project with the main FMOD project but I used the other option for the occlusion to be enabled which is by creating a parameter named Occlusion, etc. and, neither the property nor the parameter approached worked.
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Deleted the Distance Filter from both events (on the main and test FMOD projects) and occlusion didn’t work on the engine main project but was working on the test projects.
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Made the build from the FMOD test project to the main engine project which has just this event with all set and the occlusion didn’t worked.
I don’t know if I’m missing something here but I have checked everything first in the FMOD and then into the engine and I can’t find any clue of what’s going on. As a last test I made another engine project different setup (FPS Project, the first one was a Third person because that’s the layout we’re currently using on the main), made the build of the main FMOD project into the new engine test project and occlusion works.
I really don’t know where else to go and look so if you guys can give me a hand on this issue, I’ll be forever grateful. As a side note, the listener’s position has been change on the main project to match that of the character but I tried with the default because at first I thought it was that was the problem but no, same thing. Again, any help you can provide, will be more than welcome.