Channel3DProperties
Reference the Channel3DProperties class for positional channel configuration.
Read time 3 minutesLast updated 2 days ago
Properties to control the 3D effects applied to positional channel audio.
#include <Channel3DProperties.h>Public Functions
Name | |
|---|---|
| Channel3DProperties() Default constructor. | |
| Channel3DProperties(int32 audibleDistance, int32 conversationalDistance, double audioFadeIntensityByDistance, EAudioFadeModel audioFadeModel) A constructor that is used to set all properties for a Positional ChannelType. For recommended values for different 3D scenarios, refer to the Vivox Unreal Developer Documentation. | |
| int32 | AudibleDistance() const The maximum distance from the listener that a speaker can be heard. |
| int32 | ConversationalDistance() const The distance from the listener within which a speaker’s voice is heard at its original volume, and beyond which the speaker's voice begins to fade. |
| double | AudioFadeIntensityByDistance() const The strength of the audio fade effect as the speaker moves away from the listener, past the conversational distance. For example: .5=half strength, 1=normal strength, 2=double strength. |
| EAudioFadeModel | AudioFadeModel() const The model used to determine how loud a voice sounds at different distances. |
| bool | IsValid() const Internal use only. |
| FString | ToString() const Internal use only. |
| Channel3DProperties | CreateFromString(FString propsString) Internal use only. |
Public Functions Documentation
function Channel3DProperties
Default constructor.Channel3DProperties()
function Channel3DProperties
A constructor that is used to set all properties for a Positional ChannelType. For recommended values for different 3D scenarios, refer to the Vivox Unreal Developer Documentation. Parameters:Channel3DProperties( int32 audibleDistance, int32 conversationalDistance, double audioFadeIntensityByDistance, EAudioFadeModel audioFadeModel)
- audibleDistance The maximum distance from the listener that a speaker can be heard. Must be > 0.
- conversationalDistance The distance from the listener within which a speaker’s voice is heard at its original volume. Must be >= 0 and <= audibleDistance.
- audioFadeIntensityByDistance The strength of the audio fade effect as the speaker moves away from the listener. Must be >= 0. This value is rounded to three decimal places.
- audioFadeModel The model used to determine how loud a voice sounds at different distances.
function AudibleDistance
The maximum distance from the listener that a speaker can be heard. Remark: Any players within this distance from you in any direction appear in the same positional voice channel as you and might be heard. When a player crosses this threshold distance from your perspective, an IChannelSession event fires: either EventParticipantAdded when a player comes within this distance, or EventParticipantLeft when a player moves beyond it. You stop receiving audio from participants beyond this range, even before the participant left event is called, but are guaranteed to receive the added event before receiving audio. The value of this property is measured in arbitrary “distance units,” so it can be set to any scale and does not need to conform to any real units. The default value is 2700.inline int32 AudibleDistance() const
function ConversationalDistance
The distance from the listener within which a speaker’s voice is heard at its original volume, and beyond which the speaker's voice begins to fade. Remark: This property is measured in arbitrary “distance units,” but should use the same scale as audibleDistance. Your 3D audio experience sounds the most realistic when the value of this property is set to half the height of a typical player avatar in your game. For near-human-sized entities, this means about 1 meter, 90 centimeters, or 3 feet. The default value is 90.inline int32 ConversationalDistance() const
function AudioFadeIntensityByDistance
The strength of the audio fade effect as the speaker moves away from the listener, past the conversational distance. For example: .5=half strength, 1=normal strength, 2=double strength. Remark: This parameter is a scalar used in the audio fade calculations as either a constant multiplier or an exponent, depending on the audioFadeModel. It scales up or down the result of the audio attenuation at different distances, as determined by the model's formula. Values greater than 1.0 result in audio that fades quicker as you move away from the conversational distance, and values less than 1.0 result in audio that fades slower. The default value is 1.0.inline double AudioFadeIntensityByDistance() const
function AudioFadeModel
The model used to determine how loud a voice sounds at different distances. Remark: Voice heard within the conversationalDistance is at the original speaking volume, and voice from speakers past the audibleDistance is no longer be transmitted. The loudness of the audio at every other distance within this range is controlled by one of three possible audio fade models. The default value is InverseByDistance, which is the most realistic.inline EAudioFadeModel AudioFadeModel() const
- InverseByDistance
- Fades voice quickly at first, buts slows down as you get further from conversational distance.
- Attenuation increases in inverse proportion to the distance.
- This option models real life acoustics and sounds the most natural.
- LinearByDistance
- Fades voice slowly at first, but speeds up as you get further from conversational distance.
- Attenuation increases in linear proportion to the distance.
- The audioFadeIntensityByDistance factor is the negative slope of the attenuation curve.
- Consider this option to be a compromise between realistic acoustics and a radio channel with no distance attenuation.
- ExponentialByDistance
- Fades voice extremely quickly beyond conversational distance + 1.
- Attenuation increases in inverse proportion to the distance raised to the power of the audioFadeIntensityByDistance factor.
- This shares a curve shape similar to realistic attenuation, but allows for much steeper rolloff.
- Use this to apply a "cocktail party effect" to the audio space; by tuning the audioFadeIntensityByDistance, this model allows nearby participants to be understandable while mixing farther participants’ conversation into non-intrusive chatter.
function IsValid
Internal use only.bool IsValid() const
function ToString
Internal use only.FString ToString() const
function CreateFromString
Internal use only. Remark: This function creates a Channel3DProperties object from the portion of the URI used to maintain that information.static Channel3DProperties CreateFromString( FString propsString)