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Resonance Audio room component that simulates environmental effects of a room with respect to the properties of the attached game object.
Public Types | |
enum | SurfaceMaterial { Transparent = 0 , AcousticCeilingTiles = 1 , BrickBare = 2 , BrickPainted = 3 , ConcreteBlockCoarse = 4 , ConcreteBlockPainted = 5 , CurtainHeavy = 6 , FiberglassInsulation = 7 , GlassThin = 8 , GlassThick = 9 , Grass = 10 , LinoleumOnConcrete = 11 , Marble = 12 , Metal = 13 , ParquetOnConcrete = 14 , PlasterRough = 15 , PlasterSmooth = 16 , PlywoodPanel = 17 , PolishedConcreteOrTile = 18 , Sheetrock = 19 , WaterOrIceSurface = 20 , WoodCeiling = 21 , WoodPanel = 22 } |
Material type that determines the acoustic properties of a room surface. More... | |
Public Attributes | |
SurfaceMaterial | LeftWall = SurfaceMaterial.ConcreteBlockCoarse |
Room surface material in negative x direction. | |
SurfaceMaterial | RightWall = SurfaceMaterial.ConcreteBlockCoarse |
Room surface material in positive x direction. | |
SurfaceMaterial | Floor = SurfaceMaterial.ParquetOnConcrete |
Room surface material in negative y direction. | |
SurfaceMaterial | Ceiling = SurfaceMaterial.PlasterRough |
Room surface material in positive y direction. | |
SurfaceMaterial | BackWall = SurfaceMaterial.ConcreteBlockCoarse |
Room surface material in negative z direction. | |
SurfaceMaterial | FrontWall = SurfaceMaterial.ConcreteBlockCoarse |
Room surface material in positive z direction. | |
float | Reflectivity = 1.0f |
Reflectivity scalar for each surface of the room. | |
float | ReverbGainDb = 0.0f |
Reverb gain modifier in decibels. | |
float | ReverbBrightness = 0.0f |
Reverb brightness modifier. | |
float | ReverbTime = 1.0f |
Reverb time modifier. | |
Vector3 | Size = Vector3.one |
Size of the room (normalized with respect to scale of the game object). | |
Private Member Functions | |
void | OnEnable () |
void | OnDisable () |
void | Update () |
void | OnDrawGizmosSelected () |
Material type that determines the acoustic properties of a room surface.
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SurfaceMaterial FMODUnityResonance.FmodResonanceAudioRoom.BackWall = SurfaceMaterial.ConcreteBlockCoarse |
Room surface material in negative z direction.
SurfaceMaterial FMODUnityResonance.FmodResonanceAudioRoom.Ceiling = SurfaceMaterial.PlasterRough |
Room surface material in positive y direction.
SurfaceMaterial FMODUnityResonance.FmodResonanceAudioRoom.Floor = SurfaceMaterial.ParquetOnConcrete |
Room surface material in negative y direction.
SurfaceMaterial FMODUnityResonance.FmodResonanceAudioRoom.FrontWall = SurfaceMaterial.ConcreteBlockCoarse |
Room surface material in positive z direction.
SurfaceMaterial FMODUnityResonance.FmodResonanceAudioRoom.LeftWall = SurfaceMaterial.ConcreteBlockCoarse |
Room surface material in negative x direction.
float FMODUnityResonance.FmodResonanceAudioRoom.Reflectivity = 1.0f |
Reflectivity scalar for each surface of the room.
float FMODUnityResonance.FmodResonanceAudioRoom.ReverbBrightness = 0.0f |
Reverb brightness modifier.
float FMODUnityResonance.FmodResonanceAudioRoom.ReverbGainDb = 0.0f |
Reverb gain modifier in decibels.
float FMODUnityResonance.FmodResonanceAudioRoom.ReverbTime = 1.0f |
Reverb time modifier.
SurfaceMaterial FMODUnityResonance.FmodResonanceAudioRoom.RightWall = SurfaceMaterial.ConcreteBlockCoarse |
Room surface material in positive x direction.
Vector3 FMODUnityResonance.FmodResonanceAudioRoom.Size = Vector3.one |
Size of the room (normalized with respect to scale of the game object).