

Unfortunately, there’s no way for FMOD Studio to magically know how much occlusion you want to affect any given event: No game engine tells FMOD Studio when there’s an obstacle between the listener and the event emitter by default, and even if game engines did tell us that information, FMOD Studio wouldn’t know how much occlusion that particular obstacle was supposed to apply.

If you want to change the value of the occlusion knob dynamically, add automation to that knob, and use a parameter to control its value via that automation. The occlusion knob works just fine! It’s like any other effect property: It controls the amount of occlusion applied by the effect, and changing the value of the knob changes the amount of occlusion that’s applied. So basically my question is: has anyone managed to make occlusion function within Unity using FMOD and Resonance Audio? And if so, does it include something I forgot? For instance there is no on/off button for occlusion inside the FMOD plugin, so maybe it is deactivated and is accessible somewhere else? Thank you for all you do, FMOD is truly inspiring!

Can it have anything to do with my issue? One more thing, Unity considers the source as 2D panning for some reason (as soon as I put a Resonance Audio source instead of, say, an FMOD object spatializer). I should add that I do get occlusion when using Resonance audio directly inside Unity, so I suppose the feature should be working within FMOD as well - otherwise why put it? Now when I start the game I do get immersive sound when moving around the audio source, but no occlusion when I get behind the wall. Within FMOD I have one sound using Resonance Audio source with occlusion, and a Resonance audio listener on the master bus, prefader. For some reason it seems occlusion does not work when using Resonance audio with FMOD: I have set a room in Unity with a blocking wall, put a sound source with a studio event emitter, and a studio listener on my camera.
