#[repr(C)]pub struct IPLDirectivity {
pub dipoleWeight: IPLfloat32,
pub dipolePower: IPLfloat32,
pub callback: IPLDirectivityCallback,
pub userData: *mut c_void,
}Expand description
A directivity pattern that can be used to model changes in sound intensity as a function of the source’s orientation. Can be used with both direct and indirect sound propagation.
The default directivity model is a weighted dipole. This is a linear blend between an omnidirectional source (which emits sound with equal intensity in all directions), and a dipole oriented along the z-axis in the source’s coordinate system (which focuses sound along the +z and -z axes). A callback function can be specified to implement any other arbitrary directivity pattern.
Fields§
§dipoleWeight: IPLfloat32How much of the dipole to blend into the directivity pattern. \c 0 = pure omnidirectional, \c 1 = pure dipole. \c 0.5f results in a cardioid directivity pattern.
dipolePower: IPLfloat32How “sharp” the dipole is. Higher values result in sound being focused within a narrower range of directions.
callback: IPLDirectivityCallbackIf non \c NULL, this function will be called whenever Steam Audio needs to evaluate a directivity pattern.
userData: *mut c_voidPointer to arbitrary data that will be provided to the \c callback function whenever it is called. May be \c NULL.
Trait Implementations§
Source§impl Clone for IPLDirectivity
impl Clone for IPLDirectivity
Source§fn clone(&self) -> IPLDirectivity
fn clone(&self) -> IPLDirectivity
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read more