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Occlusion within FMOD plugin is incomplete #3

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Yankow2 opened this issue Nov 25, 2018 · 1 comment
Open

Occlusion within FMOD plugin is incomplete #3

Yankow2 opened this issue Nov 25, 2018 · 1 comment

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@Yankow2
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Yankow2 commented Nov 25, 2018

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.

@fmod-cameron
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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.

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