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Wwise Unity Integration Documentation
Using AkEmitterObstructionOcclusion from the Inspector

Add an AkEmitterObstructionComponent to a GameObject to obstruct/occlude it from a listener if there is another object in the path between them.

When the emitter is obstructed or occluded, the AkEmitterObstructionOcclusion component will call SetObjectObstructionAndOcclusion() with a value of 1. Define the obstruction (Obstruction Volume, Obstruction LPF, and Obstruction HPF) and the occlusion curves (Occlusion Volume, Occlusion LPF, and Occlusion HPF) in your Wwise Project Settings.

When your map doesn't use spatial audio (that is, it doesn't have any AkRoom components), the AkEmitterObstructionOcclusion component will only use your Wwise-defined occlusion curves. Conversely, if your map uses spatial audio, then the GameObject will only use your Wwise-defined obstruction curves.

  • Fade Time: The number of seconds for fade ins and fade outs.
  • Layer Mask: Indicates which layers act as obstructers/occluders.
  • Max Distance: The maximum distance at which to perform obstruction/occlusion checks. A negative value will be interpreted as inifinite distance.
  • Refresh Interval: The number of seconds between obstruction/occlusion checks. If 0, obstruction/occlusion checking continues non-stop.
Note:Do not use AkEmitterObstructionOcclusion if using spatial audio diffraction.
See also

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