Description
SPB Sound-Occlusion is a plugin for Unreal Engine 4 that implements a complex sound occlusion function in C++ which generates real-time collisions from line traces to physical bodies then calculates volume and pitch variations to the audio source relative to the listener’s position.
The function takes into consideration the physical material attached to the render material used by the shapes the audio source’s traces hit as well as how much direct sound the listener receives to finally calculate the volume output an audio source should play.
Each audio source traces its own path to the listener and multiple collision channels can be traced at the same time.
Any kind of physical body is supported: Static meshes, dynamic meshes, characters, physics volumes and etc, all can be traced against an audio source depending on collision channel settings.
Many occlusion presets for physical materials are included to streamline workflow when creating occlusion effects; For wood, metal, plastic, concrete, so on and so forth.
Preview: https://www.youtube.com/watch?v=cFwthqyRyxk
[NOTE]:
Technical Details
Code Modules:
Number of C++ Classes: 3 Interfaces, 10 Classes.
Number of Blueprints: No Blueprints. Blueprints can be generated from C++ Classes on Asset Browser.
Supported Development Platforms: Source Code included supports all UE4 Platforms.
Supported Target Build Platforms: Source Code supports all UE4 Platforms. Default binaries are Desktop only.
Network Replicated: No.
Documentation: Quick How-To-Use Guide
Example Project:
Supported Engine Versions
4.18 – 4.27, 5.0 – 5.3