Audio · type

OcclusionProbe

How blocked the straight line between two points is: 0 clear, 1 solid.

Explained in Your first game.

type OcclusionProbe = (ax: number, ay: number, az: number, bx: number, by: number, bz: number) => number
import type { OcclusionProbe } from '@driftengine/audio';

In depth

A consumer closes this over whatever it already has — a collider set, a tile map, a navmesh — and the engine never learns what a wall is. Intermediate values are honest and useful: a railing is not a wall, and returning 0.3 for one is better than choosing between two lies.