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{"id":2427,"date":"2023-09-08T12:53:17","date_gmt":"2023-09-08T12:53:17","guid":{"rendered":"https:\/\/www.davidkizale.com\/?p=2427"},"modified":"2023-09-14T17:22:21","modified_gmt":"2023-09-14T17:22:21","slug":"audio-occlusion","status":"publish","type":"post","link":"https:\/\/www.davidkizale.com\/audio-occlusion\/","title":{"rendered":"AUDIO OCCLUSION"},"content":{"rendered":"I helped design a sound occlusion system to be used on The Walking Dead: Survival Instinct.<\/p>\n
\u00a0<\/code><\/p>\nMuch research and brainstorming was done with our principal programmers and we eventually decided upon a raycast system that tracks the distance between an audio source and listener as well any geometry, its material type and acoustic dampening properties between them \u2013 including physics objects and destructibles such as doors that could open, close or be shattered. The values would then be calculated in code and passed to Wwise via RTPC\u2019s which drove EQ\u2019s and attenuation curves in real time.<\/p>\n
\u00a0<\/code><\/p>\nBelow are some high-res screenshots of the system and a short video demonstrating it within Infernal Engine. Click the thumbnails to expand them (each one corresponds to the four different examples presented in the video underneath so you can see a clear still frame of what\u2019s happening).<\/p>\n
<\/p>\n\n\t\t