AudioEchoFilter

Struct AudioEchoFilter 

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pub struct AudioEchoFilter {
    pub m_DecayRatio: f32,
    pub m_Delay: Enum_u32__f32,
    pub m_DryMix: f32,
    pub m_Enabled: u8,
    pub m_GameObject: PPtr,
    pub m_WetMix: f32,
}
Expand description

AudioEchoFilter is a class of the Unity engine since version 3.4.0. Exert from Unity’s scripting documentation: The Audio Echo Filter repeats a sound after a given Delay, attenuating the repetitions based on the Decay Ratio. See Also: Audio Echo Filter information.

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§m_DecayRatio: f32

Echo decay per delay. 0 to 1. 1.0 = No decay, 0.0 = total decay (i.e. simple 1 line delay). Default = 0.5.

§m_Delay: Enum_u32__f32

Echo delay in ms. 10 to 5000. Default = 500.

§m_DryMix: f32

Volume of original signal to pass to output. 0.0 to 1.0. Default = 1.0.

§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_WetMix: f32

Volume of echo signal to pass to output. 0.0 to 1.0. Default = 1.0.

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impl Debug for AudioEchoFilter

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

Formats the value using the given formatter. Read more
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impl<'de> Deserialize<'de> for AudioEchoFilter

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

Deserialize this value from the given Serde deserializer. Read more
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impl Serialize for AudioEchoFilter

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

Serialize this value into the given Serde serializer. Read more

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

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impl<T> From<T> for T

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fn from(t: T) -> T

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type Error = Infallible

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