Enable Diffraction and Transmission

Enables diffraction and transmission processing in Spatial Audio for the sound.

Diffraction simulates the acoustic phenomenon of sound bending around obstacles, whereas transmission simulates sound passing through obstacles, in a virtual environment. Obstacles are defined by rooms, portals, and/or geometry, which have been passed from the game to Spatial Audio via the API. A sound bending around an obstacle is subject to diffraction, and a sound passing through an obstacle is subject to transmission loss, both of which effect the resulting volume and filtering of a sound.

For diffraction and transmission simulation to take place, the game must define level geometry or rooms and portals and send it to Wwise Spatial Audio.

When diffraction and transmission are enabled for a sound, the following takes place in Wwise Spatial Audio:

Note: The Game Object 3D Viewer enables the user to see what is going on inside of Wwise Spatial Audio, including level geometry, portals, and the sound’s diffraction/transmission paths and resultant virtual positions.

Note: For diffraction and transmission to take effect, the Wwise Spatial Audio library must be initialized and the game must send level geometry or rooms and portals to Wwise Spatial Audio.

Default value: false