SpatialAudioZone

Sound insulation area 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;
  public SpatialAudioZone() {
    zoneSetId = -1;
    position = new float[] {0.0f, 0.0f, 0.0f};
    forward = new float[] {0.0f, 0.0f, 0.0f};
    right = new float[] {0.0f, 0.0f, 0.0f};
    up = new float[] {0.0f, 0.0f, 0.0f};
    forwardLength = 0.0f;
    rightLength = 0.0f;
    upLength = 0.0f;
    audioAttenuation = 0.0f;
  }
  @CalledByNative
  public float[] getPosition() {
    return position;
  }
  @CalledByNative
  public float[] getForward() {
    return forward;
  }
  @CalledByNative
  public float[] getRight() {
    return right;
  }
  @CalledByNative
  public float[] getUp() {
    return up;
  }
  @CalledByNative
  public int getZoneSetId() {
    return zoneSetId;
  }
  @CalledByNative
  public float getForwardLength() {
    return forwardLength;
  }
  @CalledByNative
  public float getRightLength() {
    return rightLength;
  }
  @CalledByNative
  public float getUpLength() {
    return upLength;
  }
  @CalledByNative
  public float getAudioAttenuation() {
    return audioAttenuation;
  }
}
Since
v4.0.1

Attributes

zoneSetId
The ID of the sound insulation area.
position
The spatial center point of the sound insulation area. This parameter is an array of length 3, and the three values represent the front, right, and top coordinates in turn.
forward
Starting at position, the forward unit vector. This parameter is an array of length 3, and the three values represent the front, right, and top coordinates in turn.
right
Starting at position, the right unit vector. This parameter is an array of length 3, and the three values represent the front, right, and top coordinates in turn.
up
Starting at position, the up unit vector. This parameter is an array of length 3, and the three values represent the front, right, and top coordinates in turn.
forwardLength
The entire sound insulation area is regarded as a cube; this represents the length of the forward side in the unit length of the game engine.
rightLength
The entire sound insulation area is regarded as a cube; this represents the length of the right side in the unit length of the game engine.
upLength
The entire sound insulation area is regarded as a cube; this represents the length of the up side in the unit length of the game engine.
audioAttenuation
The sound attenuation coefficient when users within the sound insulation area communicate with external users. The value range is [0,1]. The values are as follows:
  • 0: Broadcast mode, where the volume and timbre are not attenuated with distance, and the volume and timbre heard by local users do not change regardless of distance.
  • (0,0.5): Weak attenuation mode, that is, the volume and timbre are only weakly attenuated during the propagation process, and the sound can travel farther than the real environment.
  • 0.5: (Default) simulates the attenuation of the volume in the real environment; the effect is equivalent to not setting the audioAttenuation parameter.
  • (0.5,1]: Strong attenuation mode (default value is 1), that is, the volume and timbre attenuate rapidly during propagation.