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Occlusion occurs when an object in the game geometry completely blocks the space between a sound source and its listener. For example, in a spy game, the player character might hear gunshots in the next room, despite there being a wall between the character and the discharged firearm.
When occlusion occurs, the direct and reflected paths of the sound are both obscured. As with obstruction, you can alter both the volume and the LPF of the sound.
The following illustration demonstrates the condition of occlusion.
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Obstruction and occlusion settings can be used in parallel with an environmental Effect to change sound properties dynamically depending on a source's location. For more information on using environmental Effects, refer to Understanding Sends. |
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