*.som (Sound Occluder Mesh)


About

Geometry for calculating sound propagation. Used to allow sound to pass through walls, ceilings, floors, etc. with varying strength.


Technical information

  • Format version: 0

Blocks

It consists of two blocks:

Block IDSize (bytes)Description
0x04header (contains information about the format version)
0x1polygon count * 44vertex coordinates and polygon properties

The structure of the file is similar to *.hom

Block 0x0 (header)

TypeDescription
Iformat version

Block 0x1 (mesh data)

TypeDescriptionNoteNote 2
fff3D coordinates of the first vertex of the triangle--
fff3D coordinates of the second vertex of the triangle--
fff3D coordinates of the third vertex of the triangle--
I“two sided” optionPossible values of the “two sided” option: 0x0, 0x1If 0x1, the polygon will cut off sound from both sides, and if 0x0, it will only cut off sound from the front side
f“Sound Occlusion” parameterThe “Sound Occlusion” parameter specifies how much of the sound volume will be heard. The value depends on the material of the SOM object before compilation.The value of this parameter is prescribed in the materials and can be found in Shader Editor>Material>Item Properties>Factors>Sound Occlusion (Possible values are 0.0 - 1.0)

Polygon indices are not saved, but they can be easily generated, because all vertices are saved so that polygon indices are in ascending order.

The first triangle will be: 0, 1, 2, second: 3, 4, 5, third: 6, 7, 8, etc.


Programs editing this file


Sources

Source