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SFXEnvironment.rst

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SFXEnvironment

Description of a reverb environment.

Inherit:

SimDataBlock

Description

A reverb environment specifies how the audio mixer should render advanced environmental audio effects.

To use reverb environments in your level, set up one or more ambient audio spaces, assign reverb environments appropriately, and then attach the SFXAmbiences to your LevelInfo (taking effect globally) or Zone objects (taking effect locally).

To define your own custom reverb environments, it is usually easiest to adapt one of the pre-existing reverb definitions:

singleton SFXEnvironment( AudioEnvCustomUnderwater : AudioEnvUnderwater )
{
   // Override select properties from AudioEnvUnderwater here.
};

In the Datablock Editor, this can be done by selecting an existing environment to copy from when creating the SFXEnvironment datablock.

For a precise description of reverb audio and the properties of this class, please consult the EAX documentation.

All SFXEnvironment instances are automatically added to the global SFXEnvironmentSet.

Fields