Creating SOM Occluder in Blender
Need to know
- How to work in Blender
 - How to work with Blender X-Ray Addon
 - What is a Static Object
 - What is a Sound Occluder Mesh
 - What is a Game Material
 
About
SOM occluders are needed to calculate the occlusion of the sound, since the sound engine cannot do this in real time. The occlusion will be calculated depending on the Game Material settings.
Start
For example, let's create such an object for a building with a large space inside.
Building example:

Create a mesh that simply represents your model.

You can simply duplicate your model, but remember that the fewer polygons and the better SOM Occluder represents your model, the better.
Surface
Go to Material Properties.
Create a separate material for our SOM occluder.
If you go to have the sound cut off on both sides, select the 2 Sided flag
In X-Ray Engine: Material choose:
Shader
Choose any Engine Shader for Static Object (list of all Engine Shaders)
Compiler
Any Compiler Shader (list of all Compiler Shaders)
Material
Choose or create new Game Material (list of all Game Materials)
In Game Material for the SOM occluder the main factor will be Sound occlusion
Finish
Go to Object Properties.
In X-Ray Engine: Object select Sound Occluder in Type list.
This completes the setup of the SOM Occluder. You can safely export it in the model format you need.
