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Geometric Acoustics

How to make sounds get blocked by walls and pick up the reverb of the room they are in — acoustic volumes, materials, occlusion and reflections.

The free gem places sounds by direction and distance — a sound behind a wall is quieter because it is further away, not because the wall is there.

Geometric acoustics makes the wall matter. Mark up your level and sounds get occluded by what is between them and the player, and pick up reverb from the room the player is actually standing in.

For settings and behaviour detail, see the Framework API reference.

 

Contents


Setting It Up

Geometric acoustics is off until you turn it on.

  1. Select your Pro Audio Manager.
  2. Tick Geometry Enabled.
  3. Leave Occlusion and Reflections on unless you specifically want one without the other.

Nothing happens yet — the simulation has no geometry to work with until you mark some up.


Marking Up a Level

You do not hand the system your level meshes. You mark up the parts that matter acoustically — walls, floors, doorways, the big surfaces that shape a room.

Two components do it:

ComponentUse it when
Audio Shape GeometryYou already have a Shape component on the entity. Quads become planes, Boxes become boxes. Usually the easier option.
Audio GeometryYou want to author a box volume directly.

A practical starting point: block out the room a player will spend the most time in, tag its walls and floor, and listen. You will hear the difference immediately, and you can decide from there how much of the rest of the level is worth marking up.


Choosing Materials

Every piece of geometry carries a material preset. Fifteen ship, in three useful groups:

GroupPresetsWhat they do
HardGeneric, Brick, Concrete, Ceramic, Glass, Plaster, Wood, Metal, RockBounce sound. Bright, long reverb — stone corridors, tiled bathrooms.
AbsorptiveGravel, CarpetSoak sound up. Short, dull reverb — carpeted rooms, soft ground.
Soft barriersCurtain, Blanket, Door, DrapeLet sound through, muffled.

The soft-barrier group is worth knowing about. A curtain across a doorway does not silence what is behind it, it dulls it — the effect people usually fake with a low-pass filter. Here you get it by picking the right material.

If none of the presets fit, Custom exposes all seven coefficients directly.


Tuning Occlusion

Two modes:

  • Raycast — one ray. A sound is occluded or it is not. Cheap.
  • Volumetric — samples a sphere around the source, so sound leaks partially around edges. Costs more.

If occlusion sounds like a switch flicking as the player walks past a doorframe, use Volumetric. That partial-occlusion behaviour at edges is exactly what it exists for. Occlusion Radius controls how wide the sampled sphere is.


Tuning Reverb

Reverb comes from the geometry around the player, and updates as they move.

Two behaviours that are deliberate, so you do not go hunting for a bug:

  • It eases between rooms. Walking through a doorway blends the reverb rather than snapping it. Reflection Smooth Time controls how long that takes — set it to 0 if you want an instant change.
  • It does not get quieter as you walk away from a sound. The room sounds like the same room wherever you stand in it, while the dry sound still falls off with distance. That is correct, and it is what makes a large space feel large.

What It Does Not Do

  • Reverb cannot tell your room from the one next door. It is computed around the player, so a sound sealed in an adjacent room still feeds the same reverb.
  • An occluded sound still feeds the reverb. Occlusion muffles the direct sound; it does not stop the source exciting the room.
  • It only knows about geometry you marked up. Render meshes and physics colliders are not consulted.
  • There is no baking. Everything is computed at runtime.

See Also

For settings and behaviour detail:

For related systems:


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