SpatialAudioZone
Sound insulation area settings.
struct SpatialAudioZone { int zoneSetId; float position[3]; float forward[3]; float right[3]; float up[3]; float forwardLength; float rightLength; float upLength; float audioAttenuation; SpatialAudioZone() = default; };
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.