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Wwise Unreal Integration Documentation
Occlusion

Basic occlusion is exposed for AkOcclusionObstructionService::SetOcclusionObstruction(). To enable occlusion on an Actor, use the Set Obstruction Occlusion Refresh Interval function in the Blueprint Editor. A UAkComponent version is also available. If the refresh interval is set to 0, occlusion is disabled.

To determine whether a listener is occluded from a source, a simple line-of-sight check is sufficient. Use the line trace channel set in the AkComponent's properties (OcclusionCollisionChannel). If the line of sight is blocked, the occlusion level calculation starts. This calculation maps the hit point on the obstacle to its bounding box and creates twelve points around the obstacle. Do additional line-of-sight checks to see if these secondary paths are also blocked. The occlusion sent to the SoundEngine is modulated by the number of secondary paths that are blocked.

A temporal fade method is also available for smooth transitions between occlusion levels. To change the fade speed, change the OCCLUSION_FADE_RATE constant.

See also

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