You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
{{ message }}
This repository has been archived by the owner on Aug 5, 2022. It is now read-only.
Within Unity the Resonance Audio Source provides occlusion from 1 to 10, values above 1 being quite drastic, and takes into account several obstacles accordingly - so that two walls provide more occlusion than one. In FMOD this last function is gone, and if there was a way to activate it a value of 10 (which is max) corresponds at best to a value of 1 within the Unity version of the plugin anyway. So that a second wall, for instance, would probably have no effect. I don't know why the behavior is so different, but it does make a huge difference in the use of occlusion within a game.
The text was updated successfully, but these errors were encountered:
This appears to be an issue in the Resonance-FMOD libs, we have found and fixed the problem.
We will make these changes publicly available soon, but if you require them now just send an email to [email protected] and we can supply you with the new libs.
Sign up for freeto subscribe to this conversation on GitHub.
Already have an account?
Sign in.
Within Unity the Resonance Audio Source provides occlusion from 1 to 10, values above 1 being quite drastic, and takes into account several obstacles accordingly - so that two walls provide more occlusion than one. In FMOD this last function is gone, and if there was a way to activate it a value of 10 (which is max) corresponds at best to a value of 1 within the Unity version of the plugin anyway. So that a second wall, for instance, would probably have no effect. I don't know why the behavior is so different, but it does make a huge difference in the use of occlusion within a game.
The text was updated successfully, but these errors were encountered: