Audio Occlusion Tool for Spatialized Audio | Unreal 5 + FMOD
Автор: Jon Pord Audio
Загружено: 2025-11-05
Просмотров: 167
This video demonstrates a custom Blueprint system that enables partial and full audio occlusion from spatialized sound sources.
By casting a fan of line traces toward the player, the system dynamically detects obstacles between the sound source and listener. The percentage of rays blocked is converted into an occlusion value, which is sent to FMOD to control parameters like EQ and gain. This allows spatialized audio to behave more realistically in real time.
The system is fully modular and scalable. Variables like number of rays, ray spread, cast frequency, and range can be adjusted to help balance performance.
I’d love to hear what you think about this system! Let me know in the comments - always open to feedback.
https://www.jonpordaudio.com
#unrealengine #fmod #gameaudio #blueprint #unrealengine5 #sounddesign #ue5 #indiedev #audioprogramming
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