*.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 ID | Size (bytes) | Description |
---|---|---|
0x0 | 4 | header (contains information about the format version) |
0x1 | polygon count * 44 | vertex coordinates and polygon properties |
The structure of the file is similar to *.hom
Block 0x0 (header)
Type | Description |
---|---|
I | format version |
Block 0x1 (mesh data)
Type | Description | Note | Note 2 |
---|---|---|---|
fff | 3D coordinates of the first vertex of the triangle | - | - |
fff | 3D coordinates of the second vertex of the triangle | - | - |
fff | 3D coordinates of the third vertex of the triangle | - | - |
I | “two sided” option | Possible values of the “two sided” option: 0x0, 0x1 | If 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” parameter | The “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.