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The maximum number of paths to the listener that the sound can take around obstacles between the emitter and the listener, or the emitter and a single portal. Applies only to geometric diffraction, and not sound propagation through rooms and portals. Diffraction paths map directly to virtual sound positions. Setting diffractionMaxPaths limits the number sound positions that are rendered for the game object. Setting diffractionMaxPaths to 0 effectively disables geometric diffraction for this sound emitter. When using geometric diffraction, the default value is a good starting point.

Definition at line 181 of file AkSpatialAudio.h.