AudioReverbZone

Struct AudioReverbZone 

Source
pub struct AudioReverbZone {
Show 19 fields pub m_DecayHFRatio: f32, pub m_DecayTime: f32, pub m_Density: f32, pub m_Diffusion: f32, pub m_Enabled: u8, pub m_GameObject: PPtr, pub m_HFReference: f32, pub m_LFReference: f32, pub m_MaxDistance: f32, pub m_MinDistance: f32, pub m_Reflections: i32, pub m_ReflectionsDelay: f32, pub m_Reverb: i32, pub m_ReverbDelay: f32, pub m_ReverbPreset: i32, pub m_Room: i32, pub m_RoomHF: i32, pub m_RoomLF: i32, pub m_RoomRolloffFactor: Option<f32>,
}
Expand description

AudioReverbZone is a class of the Unity engine since version 3.4.0. Exert from Unity’s scripting documentation: Reverb Zones are used when you want to create location based ambient effects in the Scene. As the Audio Listener moves into a Reverb Zone, the ambient effect associated with the zone is gradually applied.

At the max distance there is no effect and at the min distance the effect is fully applied.

For example you can gradually change your character’s footsteps sounds and create the

feeling like you where entering into a cavern, going trough a room,

swimming underwater, etc.You can always mix reverb zones to have combined effects.

For more info check Reverb Zones in the manual.

Fields§

§m_DecayHFRatio: f32

High-frequency to mid-frequency decay time ratio.

§m_DecayTime: f32

Reverberation decay time at mid frequencies.

§m_Density: f32

Value that controls the modal density in the late reverberation decay.

§m_Diffusion: f32

Value that controls the echo density in the late reverberation decay.

§m_Enabled: u8

Enabled Behaviours are Updated, disabled Behaviours are not.

§m_GameObject: PPtr

The game object this component is attached to. A component is always attached to a game object. PPtr<GameObject>: (3.4.0 - 2022.3.2f1)

§m_HFReference: f32

Reference high frequency (hz).

§m_LFReference: f32

Reference low frequency (hz).

§m_MaxDistance: f32

The distance from the centerpoint that the reverb will not have any effect. Default = 15.0.

§m_MinDistance: f32

The distance from the centerpoint that the reverb will have full effect at. Default = 10.0.

§m_Reflections: i32

Early reflections level relative to room effect.

§m_ReflectionsDelay: f32

Initial reflection delay time.

§m_Reverb: i32

Late reverberation level relative to room effect.

§m_ReverbDelay: f32

Late reverberation delay time relative to initial reflection.

§m_ReverbPreset: i32

Set/Get reverb preset properties.

§m_Room: i32

Room effect level (at mid frequencies).

§m_RoomHF: i32

Relative room effect level at high frequencies.

§m_RoomLF: i32

Relative room effect level at low frequencies.

§m_RoomRolloffFactor: Option<f32>

f32: (3.4.0 - 5.6.0b9)

Trait Implementations§

Source§

impl Debug for AudioReverbZone

Source§

fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
Source§

impl<'de> Deserialize<'de> for AudioReverbZone

Source§

fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
Source§

impl Serialize for AudioReverbZone

Source§

fn serialize<__S>(&self, __serializer: __S) -> Result<__S::Ok, __S::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more

Auto Trait Implementations§

Blanket Implementations§

Source§

impl<T> Any for T
where T: 'static + ?Sized,

Source§

fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
Source§

impl<T> Borrow<T> for T
where T: ?Sized,

Source§

fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
Source§

impl<T> BorrowMut<T> for T
where T: ?Sized,

Source§

fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
Source§

impl<T> From<T> for T

Source§

fn from(t: T) -> T

Returns the argument unchanged.

Source§

impl<T, U> Into<U> for T
where U: From<T>,

Source§

fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

Source§

impl<T, U> TryFrom<U> for T
where U: Into<T>,

Source§

type Error = Infallible

The type returned in the event of a conversion error.
Source§

fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
Source§

impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

Source§

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
Source§

fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
Source§

impl<T> DeserializeOwned for T
where T: for<'de> Deserialize<'de>,