Query information about the wet diffraction amount for the portal
in_portal, returned as a normalized value
out_wetDiffraction in the range [0,1]. The wet diffraction is calculated from how far into the 'shadow region' the listener is from the portal. Unlike dry diffraction, the wet diffraction does not depend on the incident angle, but only the normal of the portal. Depending on the spatial audio initialization settings, this value is applied by spatial audio, to the obstruction and/or built-in game parameter of the room game object that is on the other side of the portal (relative to the listener). This function must acquire the global sound engine lock and therefore, may block waiting for the lock.
- See also:
||The ID of the game object that the client wishes to query.
||The number of slots in
out_aPaths, after returning the number of valid elements written.