ratio 0.0 - 1.0 of amount of each ray that is absorbed upon hitting a surface
float
float
float
ms window in which we will suppress echoes to reduce comb filter effects
float
float
number of points of diffusion from each reflection point, as fanout increases there are more chances for secondary echoes, but each diffusion ray is quieter and therefore more likely to be below the sound floor
int
int
ratio 0.0 - 1.0 of amount of each ray that is diffused upon hitting a surface
float
scales attenuation to be louder or softer than the default distance attenuation
float
wet/dry mix - these don't affect any reflection calculations, only the final mix volumes
float
int
int
scales attenuation of local audio to be louder or softer than the default attenuation
float
float
float
float
float
wet/dry mix - these don't affect any reflection calculations, only the final mix volumes
float
ms of delay added to all echos
float
int
remaining ratio 0.0 - 1.0 of amount of each ray that is cleanly reflected upon hitting a surface
float
ms per meter that sound travels, larger means slower, which sounds bigger
float
ratio 0.0 - 1.0 of amount of each ray that is absorbed upon hitting a surface
float
ms window in which we will suppress echoes to reduce comb filter effects
float
number of points of diffusion from each reflection point, as fanout increases there are more chances for secondary echoes, but each diffusion ray is quieter and therefore more likely to be below the sound floor
int
ratio 0.0 - 1.0 of amount of each ray that is diffused upon hitting a surface
float
scales attenuation to be louder or softer than the default distance attenuation
float
wet/dry mix - these don't affect any reflection calculations, only the final mix volumes
float
scales attenuation of local audio to be louder or softer than the default attenuation
float
wet/dry mix - these don't affect any reflection calculations, only the final mix volumes
float
ms of delay added to all echos
float
remaining ratio 0.0 - 1.0 of amount of each ray that is cleanly reflected upon hitting a surface
float
ms per meter that sound travels, larger means slower, which sounds bigger
float
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checked against /interface/src/AudioReflector.h 2014-09-28