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Sound_Occlusion#563012

<cat>Audio.Intro</cat>⤶ <title>Sound Occlusion</title>⤶ ⤶ # Summary⤶ ⤶ By default, sounds played in the world will be quieter if solid collision exists between the camera and the sound source.⤶ ⤶ # Occlusion Settings⤶ ⤶ In each SoundEvent asset, a checkbox determines whether that particular sound is affected by occlusion.⤶ <upload src="b3d71/8dd13c8da7d5cfa.png" size="5004" name="image.png" />⤶ ⤶ In the Mixer window, an Occlusion slider determines how strongly *all* sounds played through the selected mixer are occluded.⤶ <upload src="b3d71/8dd13c91ced7de7.png" size="38529" name="image.png" />⤶ ⤶ Every s&box project has a built-in `sound` tag. By default, this tag collides with the `solid` tag, which is why solid colliders will muffle sound. ⤶ ⤶ <upload src="b3d71/8dd13c9eb9de0c0.png" size="14931" name="image.png" />⤶ ⤶ Suppose we had a tag named `player`, and we wanted it to no longer occlude sound. We'd need only:⤶ 1. Make sure that the `player` tag exists on the collision matrix.⤶ 2. Specify that `sound` vs `player` collisions should be ignored, as shown below.⤶ ⤶ <upload src="b3d71/8dd13ca482988dd.png" size="17484" name="image.png" />⤶ ⤶ In any first-person game where your player has a collider, you should make sure that the collider does not occlude sound.⤶ ⤶ <note>Previously, any collider tagged `noblockaudio` would not occlude sound. ⤶ ⤶ **This is no longer the case.** If your project was set up like this, then you will need to set `sound` vs `noblockaudio` collisions to "ignore" in the collision matrix to have the same functionality.</note>