public interface IAudioOcclusionProviderAnswers how much solid geometry is between a sound and the person hearing it.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
An interface, and not a reference to the physics assembly. Occlusion is a raycast and the only thing in this engine that casts rays is Vixen.Physics, which binds Jolt — a native library. A game with sound and no physics would then be shipping and loading Jolt to play a footstep, and the browser target would be shipping it to not load it. So the mixer states what it needs answered and something else answers; Vixen.Audio.Physics is that something for anybody who has physics, and a game with its own idea of what blocks sound implements this instead.
Asked on the game thread, once a frame, and not for every voice. A raycast per audible sound per frame is a real cost — sixty-four voices is sixty-four casts — so AudioOcclusion spreads them over frames and smooths between the answers. An implementation may therefore assume it is called a bounded number of times per frame and need not cache anything itself.
Methods (1)
Used by (6)
- AudioOcclusionVixen.Audio
- BlockingVixen.Audio.Tests
- ByPositionVixen.Audio.Tests
- FixedVixen.Audio.Tests
- PhysicsOcclusionProviderVixen.Audio.Physics
- PhysicsOcclusionTestsVixen.Audio.Physics.Tests