SpatialAudioZone

Sound insulation zone settings.

class SpatialAudioZone {
  const SpatialAudioZone(
      {this.zoneSetId,
      this.position,
      this.forward,
      this.right,
      this.up,
      this.forwardLength,
      this.rightLength,
      this.upLength,
      this.audioAttenuation});

  @JsonKey(name: 'zoneSetId')
  final int? zoneSetId;

  @JsonKey(name: 'position')
  final List<double>? position;

  @JsonKey(name: 'forward')
  final List<double>? forward;

  @JsonKey(name: 'right')
  final List<double>? right;

  @JsonKey(name: 'up')
  final List<double>? up;

  @JsonKey(name: 'forwardLength')
  final double? forwardLength;

  @JsonKey(name: 'rightLength')
  final double? rightLength;

  @JsonKey(name: 'upLength')
  final double? upLength;

  @JsonKey(name: 'audioAttenuation')
  final double? audioAttenuation;

  factory SpatialAudioZone.fromJson(Map<String, dynamic> json) =>
      _$SpatialAudioZoneFromJson(json);

  Map<String, dynamic> toJson() => _$SpatialAudioZoneToJson(this);
}

Properties

zoneSetId
ID of the sound insulation zone.
position
The spatial center point of the sound insulation zone. This parameter is an array of length 3, representing the coordinates in the forward, right, and up directions.
forward
Unit vector in the forward direction starting from position. This parameter is an array of length 3, representing the coordinates in the forward, right, and up directions.
right
Unit vector in the right direction starting from position. This parameter is an array of length 3, representing the coordinates in the forward, right, and up directions.
up
Unit vector in the upward direction starting from position. This parameter is an array of length 3, representing the coordinates in the forward, right, and up directions.
forwardLength
Assuming the sound insulation zone is a cube, this represents the length in the forward direction, in game engine units.
rightLength
Assuming the sound insulation zone is a cube, this represents the length in the right direction, in game engine units.
upLength
Assuming the sound insulation zone is a cube, this represents the length in the upward direction, in game engine units.
audioAttenuation
Sound attenuation coefficient when users inside and outside the sound insulation zone communicate. Value range: [0,1]:
  • 0: Broadcast mode. Volume and timbre do not attenuate with distance.
  • (0,0.5): Weak attenuation. Slight attenuation of volume and timbre during transmission. Sound travels farther than in real environments.
  • 0.5: Simulates real-world volume attenuation. Equivalent to not setting the audioAttenuation parameter.
  • (0.5,1]: Strong attenuation (default is 1). Rapid attenuation of volume and timbre during transmission.