Torque 3D - Script Manual: SFXEnvironment Class Reference

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SFXEnvironment Class Reference
[Sound]

Description of a reverb environment. More...

Inheritance diagram for SFXEnvironment:

List of all members.

Public Attributes

Reverb

float airAbsorptionHF
 Change in level per meter at high frequencies.
float decayHFRatio
 High-frequency to mid-frequency decay time ratio.
float decayLFRatio
 Low-frequency to mid-frequency decay time ratio.
float decayTime
 Reverberation decay time at mid frequencies.
float density
 Value that controls the modal density in the late reverberation decay.
float diffusion
 Value that controls the echo density in the late reverberation decay.
float echoDepth
 Echo depth.
float echoTime
 Echo time.
float envDiffusion
 Environment diffusion.
float envSize
 Environment size in meters.
int flags
 A bitfield of reverb flags.
float HFReference
 Reference high frequency in Hertz.
float LFReference
 Reference low frequency in Hertz.
float modulationDepth
 Modulation depth.
float modulationTime
 Modulation time.
int reflections
 Early reflections level relative to room effect.
float reflectionsDelay
 Initial reflection delay time.
float reflectionsPan [3]
 Early reflections panning vector.
int reverb
 Late reverberation level relative to room effect.
float reverbDelay
 Late reverberation delay time relative to initial reflection.
float reverbPan [3]
 Late reverberation panning vector.
int room
 Room effect level at mid-frequencies.
int roomHF
 Relative room effect level at high frequencies.
int roomLF
 Relative room effect level at low frequencies.
float roomRolloffFactor
 Logarithmic distance attenuation rolloff scale factor for reverb room size effect.

Static Public Attributes

static const int REVERB_CORE0
 PS2 Only - Reverb is applied to CORE0 (hw voices 0-23).
static const int REVERB_CORE1
 PS2 Only - Reverb is applied to CORE1 (hw voices 24-47).
static const int REVERB_DECAYHFLIMIT
 SFXEnvironment::airAbsorptionHF affects SFXEnvironment::decayHFRatio.
static const int REVERB_DECAYTIMESCALE
 SFXEnvironment::envSize affects reverberation decay time.
static const int REVERB_ECHOTIMESCALE
 SFXEnvironment::envSize affects echo time.
static const int REVERB_HIGHQUALITYDPL2REVERB
 GameCube/Wii Only - Use high-quality DPL2 reverb.
static const int REVERB_HIGHQUALITYREVERB
 GameCube/Wii Only - Use high-quality reverb.
static const int REVERB_MODULATIONTIMESCALE
 SFXEnvironment::envSize affects modulation time.
static const int REVERB_REFLECTIONSDELAYSCALE
 SFXEnvironment::envSize affects initial reflection delay time.
static const int REVERB_REFLECTIONSSCALE
 SFXEnvironment::envSize affects reflection level.
static const int REVERB_REVERBDELAYSCALE
 SFXEnvironment::envSize affects late reverberation delay time.
static const int REVERB_REVERBSCALE
 SFXEnvironment::envSize affects reflections level.

Detailed Description

Description of a reverb environment.

A reverb environment specifies how the audio mixer should render advanced environmental audio effects.

To use reverb environments in your level, set up one or more ambient audio spaces, assign reverb environments appropriately, and then attach the SFXAmbiences to your LevelInfo (taking effect globally) or Zone objects (taking effect locally).

To define your own custom reverb environments, it is usually easiest to adapt one of the pre-existing reverb definitions:

singleton SFXEnvironment( AudioEnvCustomUnderwater : AudioEnvUnderwater )
{
   // Override select properties from AudioEnvUnderwater here.
};

In the Datablock Editor, this can be done by selecting an existing environment to copy from when creating the SFXEnvironment datablock.

For a precise description of reverb audio and the properties of this class, please consult the EAX documentation.

All SFXEnvironment instances are automatically added to the global SFXEnvironmentSet.

See also:
http://www.atc.creative.com/algorithms/eax20.pdf
http://connect.creativelabs.com/developer/Gaming/Forms/AllItems.aspx
SFXAmbience::environment

Audio Reverb


Member Data Documentation

Change in level per meter at high frequencies.

High-frequency to mid-frequency decay time ratio.

Low-frequency to mid-frequency decay time ratio.

Reverberation decay time at mid frequencies.

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

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

Echo depth.

Echo time.

Environment diffusion.

Environment size in meters.

Reference high frequency in Hertz.

Reference low frequency in Hertz.

Modulation depth.

Modulation time.

Early reflections level relative to room effect.

Initial reflection delay time.

Early reflections panning vector.

Late reverberation level relative to room effect.

const int SFXEnvironment::REVERB_CORE0 [static]

PS2 Only - Reverb is applied to CORE0 (hw voices 0-23).

See also:
SFXEnvironment::flags
const int SFXEnvironment::REVERB_CORE1 [static]

PS2 Only - Reverb is applied to CORE1 (hw voices 24-47).

See also:
SFXEnvironment::flags

SFXEnvironment::envSize affects reverberation decay time.

See also:
SFXEnvironment::flags

GameCube/Wii Only - Use high-quality DPL2 reverb.

See also:
SFXEnvironment::flags

GameCube/Wii Only - Use high-quality reverb.

See also:
SFXEnvironment::flags

SFXEnvironment::envSize affects initial reflection delay time.

See also:
SFXEnvironment::flags

SFXEnvironment::envSize affects reflection level.

See also:
SFXEnvironment::flags

SFXEnvironment::envSize affects late reverberation delay time.

See also:
SFXEnvironment::flags

SFXEnvironment::envSize affects reflections level.

See also:
SFXEnvironment::flags

Late reverberation delay time relative to initial reflection.

Late reverberation panning vector.

Room effect level at mid-frequencies.

Relative room effect level at high frequencies.

Relative room effect level at low frequencies.

Logarithmic distance attenuation rolloff scale factor for reverb room size effect.



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