My program doesn't have bugs. It just develops random features.
UE2:I3DL2Listener (UT2004)
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| Object >> I3DL2Listener |
- Package:
- Engine
- Direct subclasses:
- EFFECT_Alley, EFFECT_Arena, EFFECT_Auditorium, EFFECT_Bathroom, EFFECT_CASTLE_ALCOVE, EFFECT_CASTLE_COURTYARD, EFFECT_CASTLE_CUPBOARD, EFFECT_CASTLE_HALL, EFFECT_CASTLE_LARGEROOM, EFFECT_CASTLE_LONGPASSAGE, EFFECT_CASTLE_MEDIUMROOM, EFFECT_CASTLE_SHORTPASSAGE, EFFECT_CASTLE_SMALLROOM, EFFECT_CHAPEL, EFFECT_CITY_ABANDONED, EFFECT_CITY_LIBRARY, EFFECT_CITY_MUSEUM, EFFECT_CITY_STREETS, EFFECT_CITY_SUBWAY, EFFECT_CITY_UNDERPASS, EFFECT_CarpetedHallway, EFFECT_Cave, EFFECT_City, EFFECT_ConcertHall, EFFECT_DOME_SAINTPAULS, EFFECT_DOME_TOMB, EFFECT_DRIVING_COMMENTATOR, EFFECT_DRIVING_EMPTYGRANDSTAND, EFFECT_DRIVING_FULLGRANDSTAND, EFFECT_DRIVING_INCAR_LUXURY, EFFECT_DRIVING_INCAR_RACER, EFFECT_DRIVING_INCAR_SPORTS, EFFECT_DRIVING_PITGARAGE, EFFECT_DRIVING_TUNNEL, EFFECT_DUSTYROOM, EFFECT_Dizzy, EFFECT_Drugged, EFFECT_FACTORY_ALCOVE, EFFECT_FACTORY_COURTYARD, EFFECT_FACTORY_CUPBOARD, EFFECT_FACTORY_HALL, EFFECT_FACTORY_LARGEROOM, EFFECT_FACTORY_LONGPASSAGE, EFFECT_FACTORY_MEDIUMROOM, EFFECT_FACTORY_SHORTPASSAGE, EFFECT_FACTORY_SMALLROOM, EFFECT_Forest, EFFECT_Hallway, EFFECT_Hangar, EFFECT_ICEPALACE_ALCOVE, EFFECT_ICEPALACE_COURTYARD, EFFECT_ICEPALACE_CUPBOARD, EFFECT_ICEPALACE_HALL, EFFECT_ICEPALACE_LARGEROOM, EFFECT_ICEPALACE_LONGPASSAGE, EFFECT_ICEPALACE_MEDIUMROOM, EFFECT_ICEPALACE_SHORTPASSAGE, EFFECT_ICEPALACE_SMALLROOM, EFFECT_Livingroom, EFFECT_MOOD_HEAVEN, EFFECT_MOOD_HELL, EFFECT_MOOD_MEMORY, EFFECT_Mountains, EFFECT_None, EFFECT_OUTDOORS_BACKYARD, EFFECT_OUTDOORS_CREEK, EFFECT_OUTDOORS_DEEPCANYON, EFFECT_OUTDOORS_ROLLINGPLAINS, EFFECT_OUTDOORS_VALLEY, EFFECT_PIPE_LARGE, EFFECT_PIPE_LONGTHIN, EFFECT_PIPE_RESONANT, EFFECT_PIPE_SMALL, EFFECT_PREFAB_CARAVAN, EFFECT_PREFAB_OUTHOUSE, EFFECT_PREFAB_PRACTISEROOM, EFFECT_PREFAB_SCHOOLROOM, EFFECT_PREFAB_WORKSHOP, EFFECT_PaddedCell, EFFECT_Parkinglot, EFFECT_Psychotic, EFFECT_Quarry, EFFECT_Room, EFFECT_SMALLWATERROOM, EFFECT_SPACESTATION_ALCOVE, EFFECT_SPACESTATION_CUPBOARD, EFFECT_SPACESTATION_HALL, EFFECT_SPACESTATION_LARGEROOM, EFFECT_SPACESTATION_LONGPASSAGE, EFFECT_SPACESTATION_MEDIUMROOM, EFFECT_SPACESTATION_SHORTPASSAGE, EFFECT_SPACESTATION_SMALLROOM, EFFECT_SPORT_EMPTYSTADIUM, EFFECT_SPORT_FULLSTADIUM, EFFECT_SPORT_GYMNASIUM, EFFECT_SPORT_SMALLSWIMMINGPOOL, EFFECT_SPORT_SQUASHCOURT, EFFECT_SPORT_STADIUMTANNOY, EFFECT_Sewerpipe, EFFECT_StoneCorridor, EFFECT_Stoneroom, EFFECT_Underwater, EFFECT_WOODEN_ALCOVE, EFFECT_WOODEN_COURTYARD, EFFECT_WOODEN_CUPBOARD, EFFECT_WOODEN_HALL, EFFECT_WOODEN_LARGEROOM, EFFECT_WOODEN_LONGPASSAGE, EFFECT_WOODEN_MEDIUMROOM, EFFECT_WOODEN_SHORTPASSAGE, EFFECT_WOODEN_SMALLROOM, EFFECT_WaterVolume
- This class in other games:
- U2, U2XMP, UE2Runtime, UT2003
Base class for I3DL2 (IASIG Interactive 3D Audio Rendering Guidelines - Level 2.0) room effects.
Usually you won't have to mess with the properties directly to create a good audio environment. Instead you can select one of the subclasses as preset for ZoneInfo.ZoneEffect or PhysicsVolume.VolumeEffect and just tweak it for your needs.
[edit] Properties
[edit] Property group 'I3DL2Listener'
[edit] AirAbsorptionHF
Type: float
Default value: -5.0
[edit] bDecayHFLimit
Type: bool
Default value: True
[edit] bDecayTimeScale
Type: bool
Default value: True
[edit] bEchoTimeScale
Type: bool
Default value: True
[edit] bModulationTimeScale
Type: bool
[edit] bReflectionsDelayScale
Type: bool
Default value: True
[edit] bReflectionsScale
Type: bool
Default value: True
[edit] bReverbDelayScale
Type: bool
Default value: True
[edit] bReverbScale
Type: bool
Default value: True
[edit] DecayHFRatio
Type: float
Default value: 0.83
[edit] DecayLFRatio
Type: float
Default value: 1.0
[edit] DecayTime
Type: float
Default value: 1.49
[edit] EchoDepth
Type: float
[edit] EchoTime
Type: float
Default value: 0.25
[edit] EnvironmentDiffusion
Type: float
Default value: 1.0
[edit] EnvironmentSize
Type: float
Default value: 7.5
[edit] HFReference
Type: float
Default value: 5000.0
[edit] LFReference
Type: float
Default value: 250.0
[edit] ModulationDepth
Type: float
[edit] ModulationTime
Type: float
Default value: 0.25
[edit] Reflections
Type: int
Default value: -2602
[edit] ReflectionsDelay
Type: float
Default value: 0.0070
[edit] ReflectionsPan
Type: Object.Vector
[edit] Reverb
Type: int
Default value: 200
[edit] ReverbDelay
Type: float
Default value: 0.011
[edit] ReverbPan
Type: Object.Vector
[edit] Room
Type: int
Default value: -1000
[edit] RoomHF
Type: int
Default value: -100
[edit] RoomLF
Type: int
[edit] RoomRolloffFactor
Type: float
[edit] Internal variables
[edit] Environment
Type: int
Modifiers: transient
[edit] Updated
Type: int
Modifiers: transient
