Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE2:I3DL2Listener (UE2Runtime)
Object >> I3DL2Listener |
Contents
- 1 Properties
- 1.1 Property group 'I3DL2Listener'
- 1.1.1 AirAbsorptionHF
- 1.1.2 bDecayHFLimit
- 1.1.3 bDecayTimeScale
- 1.1.4 bEchoTimeScale
- 1.1.5 bModulationTimeScale
- 1.1.6 bReflectionsDelayScale
- 1.1.7 bReflectionsScale
- 1.1.8 bReverbDelayScale
- 1.1.9 bReverbScale
- 1.1.10 DecayHFRatio
- 1.1.11 DecayLFRatio
- 1.1.12 DecayTime
- 1.1.13 EchoDepth
- 1.1.14 EchoTime
- 1.1.15 EnvironmentDiffusion
- 1.1.16 EnvironmentSize
- 1.1.17 HFReference
- 1.1.18 LFReference
- 1.1.19 ModulationDepth
- 1.1.20 ModulationTime
- 1.1.21 Reflections
- 1.1.22 ReflectionsDelay
- 1.1.23 ReflectionsPan
- 1.1.24 Reverb
- 1.1.25 ReverbDelay
- 1.1.26 ReverbPan
- 1.1.27 Room
- 1.1.28 RoomHF
- 1.1.29 RoomLF
- 1.1.30 RoomRolloffFactor
- 1.2 Internal variables
- 1.1 Property group 'I3DL2Listener'
- Package:
- Engine
- Direct subclasses:
- EFFECT_None, EFFECT_FACTORY_ALCOVE, EFFECT_CITY_MUSEUM, EFFECT_SPACESTATION_CUPBOARD, EFFECT_SMALLWATERROOM, EFFECT_CASTLE_CUPBOARD, EFFECT_Alley, EFFECT_Arena, EFFECT_Auditorium, EFFECT_Bathroom, EFFECT_CASTLE_ALCOVE, EFFECT_CASTLE_COURTYARD, EFFECT_CASTLE_HALL, EFFECT_CASTLE_LARGEROOM, EFFECT_DRIVING_INCAR_LUXURY, EFFECT_CASTLE_LONGPASSAGE, EFFECT_CASTLE_MEDIUMROOM, EFFECT_CASTLE_SHORTPASSAGE, EFFECT_CASTLE_SMALLROOM, EFFECT_CHAPEL, EFFECT_CITY_ABANDONED, EFFECT_CITY_LIBRARY, 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_RACER, EFFECT_DRIVING_INCAR_SPORTS, EFFECT_DRIVING_PITGARAGE, EFFECT_DRIVING_TUNNEL, EFFECT_DUSTYROOM, EFFECT_Dizzy, EFFECT_Drugged, 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_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_SPACESTATION_ALCOVE, 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
- This class in other games:
- UT2003, U2, U2XMP, UT2004
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.
Properties[edit]
Property group 'I3DL2Listener'[edit]
AirAbsorptionHF[edit]
Type: float
Default value: -5.0
bDecayHFLimit[edit]
Type: bool
Default value: True
bDecayTimeScale[edit]
Type: bool
Default value: True
bEchoTimeScale[edit]
Type: bool
Default value: True
bModulationTimeScale[edit]
Type: bool
bReflectionsDelayScale[edit]
Type: bool
Default value: True
bReflectionsScale[edit]
Type: bool
Default value: True
bReverbDelayScale[edit]
Type: bool
Default value: True
bReverbScale[edit]
Type: bool
Default value: True
DecayHFRatio[edit]
Type: float
Default value: 0.83
DecayLFRatio[edit]
Type: float
Default value: 1.0
DecayTime[edit]
Type: float
Default value: 1.49
EchoDepth[edit]
Type: float
EchoTime[edit]
Type: float
Default value: 0.25
EnvironmentDiffusion[edit]
Type: float
Default value: 1.0
EnvironmentSize[edit]
Type: float
Default value: 7.5
HFReference[edit]
Type: float
Default value: 5000.0
LFReference[edit]
Type: float
Default value: 250.0
ModulationDepth[edit]
Type: float
ModulationTime[edit]
Type: float
Default value: 0.25
Reflections[edit]
Type: int
Default value: -2602
ReflectionsDelay[edit]
Type: float
Default value: 0.0070
ReflectionsPan[edit]
Type: Object.Vector
Reverb[edit]
Type: int
Default value: 200
ReverbDelay[edit]
Type: float
Default value: 0.011
ReverbPan[edit]
Type: Object.Vector
Room[edit]
Type: int
Default value: -1000
RoomHF[edit]
Type: int
Default value: -100
RoomLF[edit]
Type: int
RoomRolloffFactor[edit]
Type: float
Internal variables[edit]
Environment[edit]
Type: int
Modifiers: transient
Updated[edit]
Type: int
Modifiers: transient