![]() When dealing with obstacles made of a dense material, such as concrete, the proportion of energy that reaches the listener through transmission can be quite small when compared to diffraction, particularly when there are openings nearby. ![]() transmission loss are related to the size, shape and density of an obstacle. absorbed energy can be thought of as being defined by the properties of the surface of a material, whereas transmitted energy vs. While the interactions that occur at the interface of two media can be quite complex, the ratio of reflected vs. This is not to be confused with absorption, which describes the proportion of energy dissipated by a reflected sound wave. Transmission describes sound energy passing through an obstacle, and the term transmission loss describes the proportion of that energy that is dissipated by the obstacle. Sound transmission is another relevant acoustic phenomenon that is modeled within Wwise Spatial Audio. Refer to Rooms and Portals' Diffraction to understand how Rooms and Portals lets you model portal diffraction, and to Using the Geometry API for Simulating Diffraction and Transmission to understand how geometry may be used to model diffraction of emitters and their early reflections. Wwise Spatial Audio models diffraction via two of its APIs. Also, the amplitude of higher frequencies decreases faster than that of lower frequencies, which means that it can be adequately modeled with a low-pass filter. ![]() We see that the edge can be considered as a point source, with amplitude decreasing with distance. This figure is just a coarse approximation in real life the field is continuous at the region boundaries, and edge diffraction occurs in the View Region as well, although it is generally negligible compared to the incident wave itself. The region on the lower right is the Shadow Region, where diffraction plays a significant role. The region on the top right is the Reflection Region, where reflection with the surface occurs and is mixed with the incident wave, resulting in this jagged pattern. The region on the left is the View Region, where the plane wave passes through unaltered. ![]() The perturbation caused by this edge is called diffraction. The following figure is a sound field plot of a plane wave coming from the top right and hitting a finite surface (the black line) that starts in the center of the figure. Diffraction is usually very important in games because it gives a hint to players about paths that exist between sound emitters and them. It represents sound that propagates through openings (portals) and towards the sides, meaning that a listener does not need to be directly in front of the opening to hear it. The following paragraphs provide a quick overview of the fundamental acoustic concepts related to Spatial Audio:ĭiffraction occurs when a sound wave strikes a small obstacle, or when it strikes the edge of a large obstacle or opening, and bends around it. ![]()
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