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Obstruction occurs when an object in the game geometry, such as a wall or pillar, partially blocks the space between a sound source and a listener. For example, in a spy game, player characters could hear gunshots from ahead of them despite ducking behind a pillar.
When obstruction occurs, the listener hears the reflections of the sound clearly, but the direct path of the sound is obscured. This alteration to the sound is performed though the application of a reduction in volume, an increase in LPF, or both.
The following illustration demonstrates the condition of obstruction.
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