QSpatialSound Class▲
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Header: QSpatialSound
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CMake:
find_package(Qt6 REQUIRED COMPONENTS SpatialAudio)
target_link_libraries(mytarget PRIVATE Qt6::SpatialAudio)
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qmake: QT += spatialaudio
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Inherits: QObject
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Group: QSpatialSound is part of spatialaudio, multimedia_audio
Detailed Description▲
QSpatialSound represents an audible object in 3D space. You can define its position and orientation in space, set the sound it is playing and define a volume for the object.
The object can have different attenuation behavior, emit sound mainly in one direction or spherically, and behave as if occluded by some other object.
Member Type Documentation▲
enum QSpatialSound::DistanceModel▲
Defines how the volume of the sound scales with distance to the listener.
Constant |
Value |
Description |
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QSpatialSound::DistanceModel::Logarithmic |
0 |
Volume decreases logarithmically with distance. |
QSpatialSound::DistanceModel::Linear |
1 |
Volume decreases linearly with distance. |
QSpatialSound::DistanceModel::ManualAttenuation |
2 |
Attenuation is defined manually using the manualAttenuation property. |
enum QSpatialSound::Loops▲
Lets you control the sound playback loop using the following values:
Constant |
Value |
Description |
---|---|---|
QSpatialSound::Infinite |
-1 |
Playback infinitely |
QSpatialSound::Once |
1 |
Playback once |
Property Documentation▲
autoPlay : bool▲
Determines whether the sound should automatically start playing when a source gets specified.
The default value is true.
Access functions:
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bool autoPlay() const
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void setAutoPlay(bool autoPlay)
Notifier signal:
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void autoPlayChanged()
directivity : float▲
Defines the directivity of the sound source. A value of 0 implies that the sound is emitted equally in all directions, while a value of 1 implies that the source mainly emits sound in the forward direction.
Valid values are between 0 and 1, the default is 0.
Access functions:
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float directivity() const
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void setDirectivity(float alpha)
Notifier signal:
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void directivityChanged()
directivityOrder : float▲
Defines the order of the directivity of the sound source. A higher order implies a sharper localization of the sound cone.
The minimum value and default for this property is 1.
Access functions:
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float directivityOrder() const
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void setDirectivityOrder(float alpha)
Notifier signal:
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void directivityOrderChanged()
distanceCutoff : float▲
Defines a distance beyond which sound coming from the source will cutoff. If the listener is further away from the sound object than the cutoff distance it won't be audible anymore.
Access functions:
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float distanceCutoff() const
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void setDistanceCutoff(float cutoff)
Notifier signal:
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void distanceCutoffChanged()
distanceModel : DistanceModel▲
Defines distance model for this sound source. The volume starts scaling down from size to distanceCutoff. The volume is constant for distances smaller than size and zero for distances larger than the cutoff distance.
Access functions:
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distanceModel() const
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void setDistanceModel( model)
Notifier signal:
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void distanceModelChanged()
See Also▲
See also QSpatialSound::DistanceModel
loops : int▲
Determines how many times the sound is played before the player stops. Set to QSpatialSound::Infinite to play the current sound in a loop forever.
The default value is 1.
Access functions:
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int loops() const
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void setLoops(int loops)
Notifier signal:
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void loopsChanged()
manualAttenuation : float▲
Defines a manual attenuation factor if distanceModel is set to QSpatialSound::DistanceModel::ManualAttenuation.
Access functions:
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float manualAttenuation() const
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void setManualAttenuation(float attenuation)
Notifier signal:
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void manualAttenuationChanged()
nearFieldGain : float▲
Defines the near field gain for the sound source. Valid values are between 0 and 1. A near field gain of 1 will raise the volume of the sound signal by approx 20 dB for distances very close to the listener.
Access functions:
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float nearFieldGain() const
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void setNearFieldGain(float gain)
Notifier signal:
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void nearFieldGainChanged()
occlusionIntensity : float▲
Defines how much the object is occluded. 0 implies the object is not occluded at all, 1 implies the sound source is fully occluded by another object.
A fully occluded object will still be audible, but especially higher frequencies will be dampened. In addition, the object will still participate in generating reverb and reflections in the room.
Values larger than 1 are possible to further dampen the direct sound coming from the source.
The default is 0.
Access functions:
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float occlusionIntensity() const
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void setOcclusionIntensity(float occlusion)
Notifier signal:
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void occlusionIntensityChanged()
position : QVector3D▲
Defines the position of the sound source in 3D space. Units are in centimeters by default.
Access functions:
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position() const
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void setPosition( pos)
Notifier signal:
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void positionChanged()
See Also▲
See also QAudioEngine::distanceScale
rotation : QQuaternion▲
Defines the orientation of the sound source in 3D space.
Access functions:
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rotation() const
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void setRotation(const &q)
Notifier signal:
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void rotationChanged()
size : float▲
Defines the size of the sound source. If the listener is closer to the sound object than the size, volume will stay constant. The size is also used to for occlusion calculations, where large sources can be partially occluded by a wall.
Access functions:
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float size() const
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void setSize(float size)
Notifier signal:
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void sizeChanged()
source : QUrl▲
The source file for the sound to be played.
Access functions:
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source() const
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void setSource(const &url)
Notifier signal:
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void sourceChanged()
volume : float▲
Defines the volume of the sound.
Values between 0 and 1 will attenuate the sound, while values above 1 provide an additional gain boost.
Access functions:
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float volume() const
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void setVolume(float volume)
Notifier signal:
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void volumeChanged()
Member Function Documentation▲
[explicit] QSpatialSound::QSpatialSound(QAudioEngine *engine)▲
Creates a spatial sound source for engine. The object can be placed in 3D space and will be louder the closer to the listener it is.
[virtual] QSpatialSound::~QSpatialSound()▲
Destroys the sound source.
QAudioEngine *QSpatialSound::engine() const▲
Returns the engine associated with this listener.
void QSpatialSound::pause()▲
Pauses sound playback. Calling play() will continue playback.
void QSpatialSound::play()▲
Starts playing back the sound. Does nothing if the sound is already playing.
void QSpatialSound::stop()▲
Stops sound playback and resets the current position and current loop count to 0. Calling play() will start playback at the beginning of the sound file.