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Interface IAudioReflector

checked against /interface/src/AudioReflector.h 2014-09-28

Index

Methods

getAbsorptionRatio

  • getAbsorptionRatio(): number
  • ratio 0.0 - 1.0 of amount of each ray that is absorbed upon hitting a surface

    Returns number

    float

getAverageAttenuation

  • getAverageAttenuation(): number
  • Returns number

    float

getAverageDelayMsecs

  • getAverageDelayMsecs(): number
  • Returns number

    float

getCombFilterWindow

  • getCombFilterWindow(): number
  • ms window in which we will suppress echoes to reduce comb filter effects

    Returns number

    float

getDelayFromDistance

  • getDelayFromDistance(): number
  • Returns number

    float

getDiffusionFanout

  • getDiffusionFanout(): number
  • 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

    Returns number

    int

getDiffusionPathCount

  • getDiffusionPathCount(): number
  • Returns number

    int

getDiffusionRatio

  • getDiffusionRatio(): number
  • ratio 0.0 - 1.0 of amount of each ray that is diffused upon hitting a surface

    Returns number

    float

getDistanceAttenuationScalingFactor

  • getDistanceAttenuationScalingFactor(): number
  • scales attenuation to be louder or softer than the default distance attenuation

    Returns number

    float

getEchoesAttenuation

  • getEchoesAttenuation(): number
  • wet/dry mix - these don't affect any reflection calculations, only the final mix volumes

    Returns number

    float

getEchoesInjected

  • getEchoesInjected(): number
  • Returns number

    int

getEchoesSuppressed

  • getEchoesSuppressed(): number
  • Returns number

    int

getLocalAudioAttenuationFactor

  • getLocalAudioAttenuationFactor(): number
  • scales attenuation of local audio to be louder or softer than the default attenuation

    Returns number

    float

getMaxAttenuation

  • getMaxAttenuation(): number
  • Returns number

    float

getMaxDelayMsecs

  • getMaxDelayMsecs(): number
  • Returns number

    float

getMinAttenuation

  • getMinAttenuation(): number
  • Returns number

    float

getMinDelayMsecs

  • getMinDelayMsecs(): number
  • Returns number

    float

getOriginalSourceAttenuation

  • getOriginalSourceAttenuation(): number
  • wet/dry mix - these don't affect any reflection calculations, only the final mix volumes

    Returns number

    float

getPreDelay

  • getPreDelay(): number
  • ms of delay added to all echos

    Returns number

    float

getReflections

  • getReflections(): number
  • Returns number

    int

getReflectiveRatio

  • getReflectiveRatio(): number
  • remaining ratio 0.0 - 1.0 of amount of each ray that is cleanly reflected upon hitting a surface

    Returns number

    float

getSoundMsPerMeter

  • getSoundMsPerMeter(): number
  • ms per meter that sound travels, larger means slower, which sounds bigger

    Returns number

    float

setAbsorptionRatio

  • setAbsorptionRatio(ratio: number)
  • ratio 0.0 - 1.0 of amount of each ray that is absorbed upon hitting a surface

    Parameters

    • ratio: number

      float

setCombFilterWindow

  • setCombFilterWindow(value: number)
  • ms window in which we will suppress echoes to reduce comb filter effects

    Parameters

    • value: number

      float

setDiffusionFanout

  • setDiffusionFanout(fanout: number)
  • 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

    Parameters

    • fanout: number

      int

setDiffusionRatio

  • setDiffusionRatio(ratio: number)
  • ratio 0.0 - 1.0 of amount of each ray that is diffused upon hitting a surface

    Parameters

    • ratio: number

      float

setDistanceAttenuationScalingFactor

  • setDistanceAttenuationScalingFactor(factor: number)
  • scales attenuation to be louder or softer than the default distance attenuation

    Parameters

    • factor: number

      float

setEchoesAttenuation

  • setEchoesAttenuation(value: number)
  • wet/dry mix - these don't affect any reflection calculations, only the final mix volumes

    Parameters

    • value: number

      float

setLocalAudioAttenuationFactor

  • setLocalAudioAttenuationFactor(factor: number)
  • scales attenuation of local audio to be louder or softer than the default attenuation

    Parameters

    • factor: number

      float

setOriginalSourceAttenuation

  • setOriginalSourceAttenuation(value: number)
  • wet/dry mix - these don't affect any reflection calculations, only the final mix volumes

    Parameters

    • value: number

      float

setPreDelay

  • setPreDelay(preDelay: number)
  • ms of delay added to all echos

    Parameters

    • preDelay: number

      float

setReflectiveRatio

  • setReflectiveRatio(ratio: number)
  • remaining ratio 0.0 - 1.0 of amount of each ray that is cleanly reflected upon hitting a surface

    Parameters

    • ratio: number

      float

setSoundMsPerMeter

  • setSoundMsPerMeter(soundsMsPerMeter: number)
  • ms per meter that sound travels, larger means slower, which sounds bigger

    Parameters

    • soundsMsPerMeter: number

      float

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