System::getGeometryOcclusion

FMOD Studio API

Firelight Technologies FMOD Studio API

System::getGeometryOcclusion

Calculates geometry occlusion between a listener and a sound source.

C++ Syntax

FMOD_RESULT System::getGeometryOcclusion(
  const FMOD_VECTOR *listener,
  const FMOD_VECTOR *source,
  float *direct,
  float *reverb
);

C Syntax

FMOD_RESULT FMOD_System_GetGeometryOcclusion(
  FMOD_SYSTEM *system,
  const FMOD_VECTOR *listener,
  const FMOD_VECTOR *source,
  float *direct,
  float *reverb
);

C# Syntax

RESULT System.getGeometryOcclusion(
  ref VECTOR listener,
  ref VECTOR source,
  out float direct,
  out float reverb
);

JavaScript Syntax

System.getGeometryOcclusion(
  listener,                        // writes value to listener.val
  source,                          // writes value to source.val
  direct,                          // writes value to direct.val
  reverb                           // writes value to reverb.val
);

Parameters

listener
The listener position.
source
The source position.
direct
Optional. Specify 0 to ignore. Address of a variable to receive the direct occlusion value.
reverb
Optional. Specify 0 to ignore. Address of a variable to receive the reverb occlusion value.

Return Values

If the function succeeds then the return value is FMOD_OK.
If the function fails then the return value will be one of the values defined in the FMOD_RESULT enumeration.

Remarks

If single sided polygons have been created, it is important to get the source and listener positions round the right way, as the occlusion from point A to point B may not be the same as the occlusion from point B to point A.

See Also




Version 1.10.03 Built on Feb 1, 2018