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AudioRoom QML Type

Qt Spatial Audio Documentation.

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AudioRoom QML Type

  • Import Statement: import QtQuick3D.SpatialAudio

  • Group: AudioRoom is part of quick3d_spatialaudio, multimedia_audio_qml

Detailed Description

Defines a room for the spatial audio engine.

If the listener is inside a room, first order sound reflections and reverb matching the rooms properties will get applied to the sound field.

A room is always square and defined by its center position, its orientation and dimensions. Each of the 6 walls of the room can be made of different materials that will contribute to the computed reflections and reverb that the listener will experience while being inside the room.

If multiple rooms cover the same position, the engine will use the room with the smallest volume.

Property Documentation

 

backMaterial : AudioRoom::Material

ceilingMaterial : AudioRoom::Material

floorMaterial : AudioRoom::Material

frontMaterial : AudioRoom::Material

leftMaterial : AudioRoom::Material

rightMaterial : AudioRoom::Material

Sets the material to use for the different sides of the room. Properties correlate to coordinates as follows:

Property

Coordinate

left

Negative x

right

Positive x

back

Negative z

front

Positive z

floor

Negative y

ceiling

Positive y

Valid values for the material are:

Property value

Description

Transparent

The side of the room is open and won't contribute to reflections or reverb.

AcousticCeilingTiles

Acoustic tiles that suppress most reflections and reverb.

BrickBare

A bare brick wall.

BrickPainted

A painted brick wall.

ConcreteBlockCoarse

A raw concrete wall

ConcreteBlockPainted

A painted concrete wall

CurtainHeavy

A heavy curtain. Will mostly reflect low frequencies

FiberGlassInsulation

Fiber glass insulation. Only reflects very low frequencies

GlassThin

A thin glass wall

GlassThick

A thick glass wall

Grass

Grass

LinoleumOnConcrete

A Linoleum floor

Marble

A marble floor

Metal

Metal

ParquetOnConcrete

Parquet wooden floor on concrete

PlasterRough

Rough plaster

PlasterSmooth

Smooth plaster

PlywoodPanel

Plywodden panel

PolishedConcreteOrTile

Polished concrete or tiles

Sheetrock

Rock

WaterOrIceSurface

Water or ice

WoodCeiling

A wooden ceiling

WoodPanel

Wooden panel

Uniform

Artificial material giving uniform reflections on all frequencies

dimensions : vector3D

Defines the dimensions of the room in 3D space. Units are in centimeters by default.

See Also

reflectionGain : float

A gain factor for reflections generated in this room. A value from 0 to 1 will dampen reflections, while a value larger than 1 will apply a gain to reflections, making them louder.

The default is 1, a factor of 0 disables reflections. Negative values are mapped to 0.

reverbBrightness : float

A brightness factor to be applied to the generated reverb. A positive value will increase reverb for higher frequencies and dampen lower frequencies, a negative value does the reverse.

The default is 0.

reverbGain : float

A gain factor for reverb generated in this room. A value from 0 to 1 will dampen reverb, while a value larger than 1 will apply a gain to the reverb, making it louder.

The default is 1, a factor of 0 disables reverb. Negative values are mapped to 0.

reverbTime : float

A factor to be applies to all reverb timings generated for this room. Larger values will lead to longer reverb timings, making the room sound larger.

The default is 1. Negative values are mapped to 0.

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