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