Raytraced Spatial Audio - Dynamic Acoustics, Dynamic Occlusion
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Raytraced Spatial Audio: listener-based dynamic acoustics and occlusion for Unity. Reverb, occlusion, distance falloff, ambience and footsteps that react to your level. No coding.Raytraced Spatial Audio is a listener-based procedural acoustics system for Unity's built-in AudioSource — no external audio engine, no scripting required. One Acoustic Listener casts sample rays to measure how enclosed (Outsideness) and how large (RoomSize) the space around the player is; every Acoustic Source in the scene reads that same measurement, so reverb always describes the room the player is standing in, not the room each individual sound thinks it's in.Dynamic Acoustics: reverb blends between four authored states (Small, Medium, Large, Outdoor) based on room size and how outdoors the player is — and, separately, wall material controls how much of that reverb actually survives. A tiny room lined in glass or metal can ring far louder than its own size would suggest; a huge hall dressed in curtain or foliage can be pushed almost to silence. Room shape and material liveliness are independent knobs, so either extreme is reachable regardless of geometry.Dynamic Occlusion: a raycast checks exactly how much wall a sound has to pass through — not a binary blocked/unblocked switch — and stacks multiple surfaces realistically, each contributing its own material-based muffling. Distance Falloff replaces Unity's built-in rolloff (which never actually reaches zero) with an exact, hand-authored silence distance. Ambience layers handle 2D background loops — rain, wind, birdsong — that fade realistically between indoors and outdoors. Footsteps run off a motion-event interface, so they work with any character controller, not just the bundled example.Every value is fully exposed and tunable: eight ready-made material presets (Curtain, Glass, Wood, Metal, Brick, Concrete, Grate, Foliage) cover common surfaces out of the box, or switch any material to Custom for full manual control. Acoustic Volumes let you hand-author a specific room when the automatic reading isn't quite what you want.The package includes a live setup checklist with one-click fixes, and a full in-editor guide with a plain-language FAQ ("how do I make a room ring loud", "how do I seal a room off completely") linked directly from the fields that need them — no external documentation to hunt through.Genre-agnostic by design: horror benefits from tense, reverberant small spaces; shooters benefit from occlusion behind cover and the contrast between tight interiors and open exteriors; stealth and exploration games benefit from spaces that audibly tell you where you are.




