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Description of a reverb environment. More...
Public Attributes | |
Reverb | |
float | airAbsorptionHF |
Change in level per meter at high frequencies. | |
float | decayHFRatio |
High-frequency to mid-frequency decay time ratio. | |
float | decayLFRatio |
Low-frequency to mid-frequency decay time ratio. | |
float | decayTime |
Reverberation decay time at mid frequencies. | |
float | density |
Value that controls the modal density in the late reverberation decay. | |
float | diffusion |
Value that controls the echo density in the late reverberation decay. | |
float | echoDepth |
Echo depth. | |
float | echoTime |
Echo time. | |
float | envDiffusion |
Environment diffusion. | |
float | envSize |
Environment size in meters. | |
int | flags |
A bitfield of reverb flags. | |
float | HFReference |
Reference high frequency in Hertz. | |
float | LFReference |
Reference low frequency in Hertz. | |
float | modulationDepth |
Modulation depth. | |
float | modulationTime |
Modulation time. | |
int | reflections |
Early reflections level relative to room effect. | |
float | reflectionsDelay |
Initial reflection delay time. | |
float | reflectionsPan [3] |
Early reflections panning vector. | |
int | reverb |
Late reverberation level relative to room effect. | |
float | reverbDelay |
Late reverberation delay time relative to initial reflection. | |
float | reverbPan [3] |
Late reverberation panning vector. | |
int | room |
Room effect level at mid-frequencies. | |
int | roomHF |
Relative room effect level at high frequencies. | |
int | roomLF |
Relative room effect level at low frequencies. | |
float | roomRolloffFactor |
Logarithmic distance attenuation rolloff scale factor for reverb room size effect. | |
Static Public Attributes | |
static const int | REVERB_CORE0 |
PS2 Only - Reverb is applied to CORE0 (hw voices 0-23). | |
static const int | REVERB_CORE1 |
PS2 Only - Reverb is applied to CORE1 (hw voices 24-47). | |
static const int | REVERB_DECAYHFLIMIT |
SFXEnvironment::airAbsorptionHF affects SFXEnvironment::decayHFRatio. | |
static const int | REVERB_DECAYTIMESCALE |
SFXEnvironment::envSize affects reverberation decay time. | |
static const int | REVERB_ECHOTIMESCALE |
SFXEnvironment::envSize affects echo time. | |
static const int | REVERB_HIGHQUALITYDPL2REVERB |
GameCube/Wii Only - Use high-quality DPL2 reverb. | |
static const int | REVERB_HIGHQUALITYREVERB |
GameCube/Wii Only - Use high-quality reverb. | |
static const int | REVERB_MODULATIONTIMESCALE |
SFXEnvironment::envSize affects modulation time. | |
static const int | REVERB_REFLECTIONSDELAYSCALE |
SFXEnvironment::envSize affects initial reflection delay time. | |
static const int | REVERB_REFLECTIONSSCALE |
SFXEnvironment::envSize affects reflection level. | |
static const int | REVERB_REVERBDELAYSCALE |
SFXEnvironment::envSize affects late reverberation delay time. | |
static const int | REVERB_REVERBSCALE |
SFXEnvironment::envSize affects reflections level. |
Description of a reverb environment.
A reverb environment specifies how the audio mixer should render advanced environmental audio effects.
To use reverb environments in your level, set up one or more ambient audio spaces, assign reverb environments appropriately, and then attach the SFXAmbiences to your LevelInfo (taking effect globally) or Zone objects (taking effect locally).
To define your own custom reverb environments, it is usually easiest to adapt one of the pre-existing reverb definitions:
singleton SFXEnvironment( AudioEnvCustomUnderwater : AudioEnvUnderwater ) { // Override select properties from AudioEnvUnderwater here. };
In the Datablock Editor, this can be done by selecting an existing environment to copy from when creating the SFXEnvironment datablock.
For a precise description of reverb audio and the properties of this class, please consult the EAX documentation.
All SFXEnvironment instances are automatically added to the global SFXEnvironmentSet
.
Change in level per meter at high frequencies.
High-frequency to mid-frequency decay time ratio.
Low-frequency to mid-frequency decay time ratio.
Reverberation decay time at mid frequencies.
float SFXEnvironment::density |
Value that controls the modal density in the late reverberation decay.
Value that controls the echo density in the late reverberation decay.
Echo depth.
float SFXEnvironment::echoTime |
Echo time.
Environment diffusion.
float SFXEnvironment::envSize |
Environment size in meters.
A bitfield of reverb flags.
Reference high frequency in Hertz.
Reference low frequency in Hertz.
Modulation depth.
Modulation time.
Early reflections level relative to room effect.
Initial reflection delay time.
float SFXEnvironment::reflectionsPan[3] |
Early reflections panning vector.
Late reverberation level relative to room effect.
const int SFXEnvironment::REVERB_CORE0 [static] |
PS2 Only - Reverb is applied to CORE0 (hw voices 0-23).
const int SFXEnvironment::REVERB_CORE1 [static] |
PS2 Only - Reverb is applied to CORE1 (hw voices 24-47).
const int SFXEnvironment::REVERB_DECAYHFLIMIT [static] |
SFXEnvironment::airAbsorptionHF affects SFXEnvironment::decayHFRatio.
const int SFXEnvironment::REVERB_DECAYTIMESCALE [static] |
SFXEnvironment::envSize affects reverberation decay time.
const int SFXEnvironment::REVERB_ECHOTIMESCALE [static] |
SFXEnvironment::envSize affects echo time.
const int SFXEnvironment::REVERB_HIGHQUALITYDPL2REVERB [static] |
GameCube/Wii Only - Use high-quality DPL2 reverb.
const int SFXEnvironment::REVERB_HIGHQUALITYREVERB [static] |
GameCube/Wii Only - Use high-quality reverb.
const int SFXEnvironment::REVERB_MODULATIONTIMESCALE [static] |
SFXEnvironment::envSize affects modulation time.
const int SFXEnvironment::REVERB_REFLECTIONSDELAYSCALE [static] |
SFXEnvironment::envSize affects initial reflection delay time.
const int SFXEnvironment::REVERB_REFLECTIONSSCALE [static] |
SFXEnvironment::envSize affects reflection level.
const int SFXEnvironment::REVERB_REVERBDELAYSCALE [static] |
SFXEnvironment::envSize affects late reverberation delay time.
const int SFXEnvironment::REVERB_REVERBSCALE [static] |
SFXEnvironment::envSize affects reflections level.
Late reverberation delay time relative to initial reflection.
float SFXEnvironment::reverbPan[3] |
Late reverberation panning vector.
Room effect level at mid-frequencies.
Relative room effect level at high frequencies.
Relative room effect level at low frequencies.
Logarithmic distance attenuation rolloff scale factor for reverb room size effect.