Line-of-Sight audio Occlusion and Obstruction#9
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…uture fade values
…te and fade values
- added includes missing - added guards
Ikreb1
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Jul 23, 2026
Ikreb1
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Jul 23, 2026
Ikreb1
reviewed
Jul 23, 2026
…lusion-obstruction
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Description
This PR implements basic occlusion/obstruction using LPF and implementing SetObjectObstructionAndOcclusion() from the Wwise API.
In addition to that it manages emitterIDs that are occluded/passthrough and handle fade in/out internals.
This implementation differs from the Acoustics API in the sense that it completely relies on Carbon's (destiny) line-of-sight ray tracing checks to know what is occluded and what not.
The whole path end to end in short is the following: Destiny → Python → trinity → CarbonAudio → Wwise.
Technical details:
AudObstructionOcclusion: Owns all per emitter obstruction/occlusion and talks to the wwise API. We store the emitter IDs and states in a unordered map and handle their states, in addition we also handle fade/in out intervalsLifecycle
WithCallbackGameObjectUnregisterGameObject()Testing
Tested and implemented for EVE Frontier.