This is a quick demo showing how I used Wwise to generate early reflections in realtime using level geometry in UE4's Shooter Game demo.
The effect is best observed with headphones, but is audible just fine with speakers.
The effect is being generated by Wwise's Stereo Delay plugin on the Master bus (can be done on any bus; for example you can affect just the player's sounds on their own bus). Each tick, I run a raytrace on either side of the player that returns the distance to the first object it hits (a maximum of 400 units). These distances are used to drive two RTPC's controlling wet levels of two instances of the Stereo Delay plugin. Each instance has one input disabled, so one acts as left reflections, the other right.
That's pretty much all there is to it. I also controlled each plugins' high pass filter to fine tune the effect (which also helps prevent occluded sources from being reflected). If there's interest in a video demonstration of the implementation, let me know.
Disclaimer: This version of Wwise+UE4 is using Two Big Ears' 3Dception spatial audio plugin, however none of the plugin's available options for volume-based or geometry-based reflections are enabled. This effect should work with vanilla Wwise, and can be adapted to other engines with Wwise integrated. Thanks for checking it out!
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