This is an experiment in 3D audio realism. Please wear headphones to hear this demo as it is intended.
I’m using Resonance Audio plugins in FMOD and Unity to get 3D spatialized sound from this green spherical emitter. In addition I am running a custom script for audio occlusion which is inspired by the game Quantum Break, which changes the amplitude and frequency content of the sound if a wall, or similar object, is obstructing the path between the sound and the player’s ears.
I was able to realise this script due to Henry Scott’s tutorial in Scott Game Sounds:
[ Ссылка ]
The system works by triangulating lines from around the Listener and the Audio Source and measuring how many of those lines are obstructed by physical game objects. Lines which are clear stay green in the Scene view, whereas any that are obstructed are turned red. The percentage of green to red lines determines the amount of filtering that is applied in the Occlusion parameter in FMOD.
![](https://i.ytimg.com/vi/0W29lnDGD9E/maxresdefault.jpg)