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Obs/Occ

The Obs/Occ tab displays information about obstruction, occlusion, diffraction, transmission loss, spread and aperture affecting objects in your game.

Interface Element

Description

Opens a search field where standard alphanumeric entries filter out unmatching elements from the view. Learn more in Using Tables.

Click the Close icon to the left of the search icon to close the search field and remove the filter.

[Note] Note

The searches do not include elements in collapsed nodes of the List View, Query Editor, MIDI Keymap Editor, and Reference View.

Click the Configure Columns... shortcut (right-click) option from the column header band.

The Configure Columns Dialog opens. Specify which columns to display and their order.

Game Object

The unique ID of the game object.

Index/ID

The index of the sound position, and hashed ID of the Spatial Audio sound path, if applicable. The index (0-based) is that which was passed to the game object using the AK::SoundEngine::SetMultiplePositions() API. If a game object has only one position, then this column displays a dash ("-"). In the case of Spatial Audio emitters using diffraction and transmission, you will see a position index followed by a string of characters, assigning a unique identifier to the sound path. This string of characters is a hash, which is generated and uniquely assigned by Spatial Audio. The hash can be cross-referenced with the Voice Inspector, to see the volume and filter contributions of the sound path, and with the Game Object 3d Viewer to view the sound path and see its virtual positions.

ListenerID

The unique ID for the listener.

Obstruction

The percentage obstruction value on the game object for the given position index and listener. In the case of sounds using diffraction and transmission, the final obstruction value used to evaluate the curve in the project settings is the greater of the diffraction value and the obstruction value.

Occlusion

The percentage occlusion value on the game object for the given position index and listener. In the case of sounds using diffraction and transmission, the final occlusion value used to evaluate the curve in the project settings is the greater of the transmission loss value and the occlusion value.

Diffraction

The diffraction coefficient, expressed as a percentage (0-100%) for this particular sound position index and listener combination.

Transmission Loss

The transmission loss coefficient, expressed as a percentage (0-100%) for this particular sound position index and listener combination.

Spread

The source spread value assigned to this game object by Spatial Audio. Source spread is calculated from the radial extent of the sound emitter, assigned via the AK::SpatialAudio::SetGameObjectRadius() API, or if the game object is a Spatial Audio Room, from the extent of a portal with respect to the listener.

[Note] Note

The spread value calculated from the attenuation curve is not shown here, and if available for a given sound playing on the game object, will override the source spread value shown here.

[Tip] Tip

The final spread value for any given sound can be visualized in the Game Object 3D Viewer, when Obstruction/Occlusion profiling data is enabled. Refer to Specifying the Type of Information that Will Be Captured

Aperture

The aperture value represents the smallest portal opening traversed on a sound path from the emitter to listener, and has the effect of clamping the maximum possible spread for a particular sound. The spread for each sound is clamped to the aperture value, whether it is defined by the API, using the AK::SpatialAudio::SetGameObjectRadius() , or defined by a spread curve in an Attenuation ShareSet.


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