Occlusion
Thousands of audio rays originate from the player and collide against a low-poly version of the world. Sounds are muffled based on the amount (and length) of rays that reach them.
Rays are cast in real time, meaning sounds will automatically become clear/muffled when the player moves around, or when the environment changes.
Support for cubes and prisms
Spheres, cylinders and cones
Triangles, planes and meshes
Rays instantly traverse large distances, meaning both open-world and indoor environments are a perfect fit for raytraced audio.
Open-world terrain
Complex indoor scenes