
Acoustic Occlusion - F4SE
[center][size=4] If you are looking for direct help, information, patches, unreleased mods, pre-released updates for my mods or just want to talk and share images and videos of your adventures, feel f
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If you are looking for direct help, information, patches, unreleased mods, pre-released
updates for my mods or just want to talk and share images and videos of
your adventures, feel free to join us![/size]
[url=https://discord.gg/bBMDQUfuMu][img]https://i.imgur.com/xsWPvks.png[/img][/url]
[size=6]Consider Supporting me for more awesome mods![/size]
[url=https://www.patreon.com/Zzyxzz][img]https://i.imgur.com/kjUWbXi.png[/img][/url]
[url=https://ko-fi.com/zzyxzz][img]https://i.imgur.com/thNBDs3.png[/img][/url]
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[center][youtube]m1FT3Iqi4YY[/youtube][/center]
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[color=#B76832][size=6][b]Introduction[/b][/size][/color]
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Imagine standing outside a [color=#6FA9C1]building[/color] while an [color=#D6A06B][b]explosion[/b][/color] goes off inside.
You wouldn't expect it to sound the same as if you were standing right next to it. [color=#6FA9C1]Walls[/color], [color=#6FA9C1]floors[/color] and other [color=#6FA9C1]obstacles[/color] naturally change the way [color=#D6A06B][b]sound travels[/b][/color], helping you understand where events are happening without even seeing them.[/color]
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In [color=#6FA9C1]Fallout 4[/color], that sense of [color=#D6A06B][b]separation[/b][/color] is often missing. Many [color=#6FA9C1]explosions[/color], [color=#6FA9C1]gunshots[/color], [color=#6FA9C1]voices[/color] and other sounds remain surprisingly [color=#D6A06B][b]clear[/b][/color], even when several [color=#6FA9C1]walls[/color] or entire [color=#6FA9C1]buildings[/color] stand between you and their source. [/color][color=#E5E2DC][color=#6FA9C1][b]Acoustic Occlusion[/b][/color] restores that missing layer of [color=#D6A06B][b]immersion[/b][/color] by evaluating the [color=#6FA9C1]environment[/color] before a supported sound reaches the player.
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Instead of simply reducing [color=#D6A06B][b]volume[/b][/color], the mod determines what lies between you and the [color=#6FA9C1]sound source[/color] and calculates how much sound should realistically pass through.
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It even supports [color=#D6A06B][b]material detection[/b][/color]. Dense surfaces such as [color=#6FA9C1]concrete[/color] or [color=#6FA9C1]steel[/color] block significantly more sound than lighter materials like [color=#6FA9C1]wood[/color] or [color=#6FA9C1]glass[/color], resulting in much more [color=#D6A06B][b]natural[/b][/color] audio transitions.
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Whether you're hearing a [color=#6FA9C1]firefight[/color] behind a [color=#6FA9C1]wall[/color], a [color=#6FA9C1]radio[/color] inside another room, or an [color=#6FA9C1]explosion[/color] on the other side of a [color=#6FA9C1]building[/color], sounds now feel connected to the world around them instead of ignoring it.[/color]
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The world doesn't just look believable.
It finally sounds believable too.
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[color=#B76832][size=5][b]Known Limitation[/b][/size][/color]
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