// Start is called before the first frame update
void Start()
{
SoundSystem.instance.ErrorCheck(SoundSystem.instance.GetSoundSystem().createGeometry(1, 4, out _geometry));
// Cogemos la rotación y la posición
FMOD.VECTOR position = FMODUnity.RuntimeUtils.ToFMODVector(gameObject.transform.position);
FMOD.VECTOR forward = FMODUnity.RuntimeUtils.ToFMODVector(gameObject.transform.forward);
FMOD.VECTOR up = FMODUnity.RuntimeUtils.ToFMODVector(gameObject.transform.up);
//Ponemos la pared en la posición y mirando hacia donde mira el gameobject
_geometry.setPosition(ref position);
_geometry.setRotation(ref forward, ref up);
Vector3 size = gameObject.transform.localScale;
FMOD.VECTOR[] vertices = new FMOD.VECTOR[4];
vertices[0].x = ((-size.x / 2));
vertices[0].y = (size.y);
vertices[0].z = 0;
vertices[1].x = ((size.x / 2));
vertices[1].y = (size.y);
vertices[1].z = 0;
vertices[2].x = ((size.x / 2));
vertices[2].y = (-size.y);
vertices[2].z = 0;
vertices[3].x = ((-size.x / 2));
vertices[3].y = (-size.y);
vertices[3].z = 0;
SoundSystem.instance.ErrorCheck(_geometry.addPolygon(directOcclusion, reverbOcclusion, true, 4, vertices, out _polygonIndex));
}