SpatialAudioZone
Sound insulation zone settings.
public class SpatialAudioZone
{
public int zoneSetId;
public float[] position;
public float[] forward;
public float[] right;
public float[] up;
public float forwardLength;
public float rightLength;
public float upLength;
public float audioAttenuation;
};
Properties
- zoneSetId
- The ID of the sound insulation zone.
- position
- The spatial center of the sound insulation zone. This parameter is an array of length 3, representing the coordinates in the forward, right, and up directions.
- forward
- The unit vector in the forward direction from
position. This parameter is an array of length 3, representing the coordinates in the forward, right, and up directions. - right
- The unit vector in the right direction from
position. This parameter is an array of length 3, representing the coordinates in the forward, right, and up directions. - up
- The unit vector in the upward direction 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
- The sound attenuation coefficient when users inside and outside the sound insulation zone communicate. Range: [0,1]:
- 0: Broadcast mode, no volume or timbre attenuation with distance.
- (0,0.5): Weak attenuation, slight volume and timbre attenuation, allowing sound to travel farther than in real environments.
- 0.5: Simulates real-world volume attenuation, same as not setting the
audioAttenuationparameter. - (0.5,1]: Strong attenuation (default is 1), rapid volume and timbre attenuation during propagation.