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UE2:I3DL2Listener (UE2Runtime)

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UE2Runtime Object >> 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

Property group 'I3DL2Listener'

AirAbsorptionHF

Type: float


Default value: -5.0

bDecayHFLimit

Type: bool


Default value: True

bDecayTimeScale

Type: bool


Default value: True

bEchoTimeScale

Type: bool


Default value: True

bModulationTimeScale

Type: bool


bReflectionsDelayScale

Type: bool


Default value: True

bReflectionsScale

Type: bool


Default value: True

bReverbDelayScale

Type: bool


Default value: True

bReverbScale

Type: bool


Default value: True

DecayHFRatio

Type: float


Default value: 0.83

DecayLFRatio

Type: float


Default value: 1.0

DecayTime

Type: float


Default value: 1.49

EchoDepth

Type: float


EchoTime

Type: float


Default value: 0.25

EnvironmentDiffusion

Type: float


Default value: 1.0

EnvironmentSize

Type: float


Default value: 7.5

HFReference

Type: float


Default value: 5000.0

LFReference

Type: float


Default value: 250.0

ModulationDepth

Type: float


ModulationTime

Type: float


Default value: 0.25

Reflections

Type: int


Default value: -2602

ReflectionsDelay

Type: float


Default value: 0.0070

ReflectionsPan

Type: Object.Vector


Reverb

Type: int


Default value: 200

ReverbDelay

Type: float


Default value: 0.011

ReverbPan

Type: Object.Vector


Room

Type: int


Default value: -1000

RoomHF

Type: int


Default value: -100

RoomLF

Type: int


RoomRolloffFactor

Type: float


Internal variables

Environment

Type: int

Modifiers: transient


Updated

Type: int

Modifiers: transient