Custom Occlusion Tool (Unity3d and Wwise)

Introduction

The logic of the system is written in C# in Unity3d, while the sound is processed in Audiokinetic Wwise
 

Logic - Unity3d

A multiple raycasting system was used in order to detect partial occlusion.
A round robin scheduler was implemented to optimise the performance of the tool. The round robin scheduler allows the system to "fire" only one raycast per frame. Further optmisation was achieved implementing a user-defined radius in which the system starts to work.

 

Sound - Wwise

The system sends to Wwise an RTPC that controls the Gain, Lowpass Filter and reverb parameters (Dry Volume, Early reflections and Reverberation Tail).
 

Results

What I learned

  • Choosing strategies to implement acoustic behavior into a game engine.

  • Performance optimisation of a custom tool.

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