SPB Sound-Occlusion

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'SPB Sound-Occlusion' is a plugin that generates real-time dynamic collisions for audio sources.

  • Supported Platforms
  • Supported Engine Versions
    4.18-4.21

Description


SPB Sound-Occlusion is a plugin for Unreal Engine 4 that implements a complex sound occlusion function in C++ which generates real-time collisions from line traces to physical bodies then calculates volume and pitch variations to the audio source relative to the listener's position.

The function takes into consideration the physical material attached to the render material used by the shapes the audio source's traces hit as well as how much direct sound the listener receives to finally calculate the volume output an audio source should play.

Each audio source traces its own path to the listener and multiple collision channels can be traced at the same time.

Any kind of physical body is supported: Static meshes, dynamic meshes, characters, physics volumes and etc, all can be traced against an audio source depending on collision channel settings.

Many occlusion presets for physical materials are included to streamline workflow when creating occlusion effects; For wood, metal, plastic, concrete, so on and so forth.


Preview: https://www.youtube.com/watch?v=cFwthqyRyxk


[NOTE]:

  • Updates are released for latest two versions or Unreal Engine only.
  • If you don't have latest Unreal Engine installed then you don't have latest Plugin version.

Technical Details


Features:

  • Dynamically control rendering of audio sources occluded in real-time by obstacles of varied shapes.
  • Physical Materials on obstacles affect in real-time the impact of LPF Filters.
  • Any kind of obstacles with collision shape are supported: static meshes, dynamic objects, characters, etc.
  • Audio sources can be occluded by tracing obstacles in real-time, calculated in C++.
  • Audio sources can be occluded by UE4's Camera Occlusion Culling System, with a tick on a check-box.
  • 'Gating' tool can generate unique propagation features, such as sound flowing through an air duct.
  • Built on top of existing Audio Engine, no custom spatialization setup needed.
  • No 'baking' process and no use of external software.


Code Modules:

  •  SPBSO - Runtime Module.
  •  SPBSOEditor - Editor Tools.


Number of C++ Classes: 3 Interfaces, 10 Classes.

Number of Blueprints: No Blueprints. Blueprints can be generated from C++ Classes on Asset Browser.

Supported Development Platforms: Source Code included supports all UE4 Platforms.

Supported Target Build Platforms: Source Code supports all UE4 Platforms. Default binaries are Desktop only.

Network Replicated: No.

Documentation: Quick How-To-Use Guide

Example Project: SPB_Demo

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