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Wwise Unity Integration Documentation
Using AkSurfaceReflector from the Inspector

This component sends geometry to Spatial Audio. This can be used for diffraction of sound propagation and, if you have the Wwise Reflect plug-in, for simluating early reflections.

  • Mesh The mesh to be used for early reflections, diffraction and/or transmission of the sound. If left to None, the mesh of the MeshFilter component of the GameObject will be used, if applicable.
  • Acoustic Textures Select an Acoustic Texture for each submesh from those already defined in WwiseProject > VirtualAcoustics in the Wwise Picker. To add a new Acoustic Texture, you can click the Create new 'Acoustic Texture' button within the Wwise Project Explorer's ShareSets tab, after selecting a work unit or folder within Virtual Acoustics. Leave to None to have an unfiltered early reflection.
  • Occlusion Values Select the occlusion value of each submesh in a range from 0 to 1. Typically, a value of 1.0 represents full occlusion, and a value of 0.0 indicates that sound can be transmitted through the geometry.
  • Enable Diffraction Sets geometric diffraction for this mesh.
  • Enable Diffraction On Boundary Edges Sets geometric diffraction on boundary edges for this mesh. Boundary edges are edges that connect to only one triangle.
  • Associated Room Click the selector button to prompt the Select AkRoom dialog where you can choose from the scene's room game objects.
See also

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