customPointsEnabled
: bool |
If enabled, the Acoustic Map will be generated using the custom points added by the user. If disabled the points will be autogenerated.
Signature
bool MetaXRAcousticMap.customPointsEnabled |
DISTANCE_PARAMETER_MAX
: const float |
Signature
const float MetaXRAcousticMap.DISTANCE_PARAMETER_MAX |
FILE_EXTENSION
: const string |
Signature
const string MetaXRAcousticMap.FILE_EXTENSION |
Flags
: AcousticMapFlags |
The flags for how the Acoustic Map is computed.
Signature
AcousticMapFlags MetaXRAcousticMap.Flags |
HeadHeight
: float |
The ideal height off the ground surface in meters where points should be placed. If the ceiling is shorter than this height, the point will be placed midway between the floor and ceiling.
Signature
float MetaXRAcousticMap.HeadHeight |
IsLoaded
: bool |
Signature
bool MetaXRAcousticMap.IsLoaded |
mapHandle
: IntPtr |
Signature
IntPtr MetaXRAcousticMap.mapHandle |
MaxHeight
: float |
The maximum distance in meters that a point can be located off the ground if No Floating is unchecked. Any points higher than this will not be included in the scene map.
Signature
float MetaXRAcousticMap.MaxHeight |
MaxSpacing
: float |
The maximum distance in meters that should be between points placed by the automatic scene mapping. This parameter controls the spacing between points in open areas. Setting this value lower will produce many more points in open areas. Setting this value higher will place points more sparsely. Note that creating more points does not correlate to higher quality, especially in open areas. The accurary of the simulation is usually better if the max spacing is larger as long as there is still a point in each area reachable by the play or sound sources.
Signature
float MetaXRAcousticMap.MaxSpacing |
MinSpacing
: float |
The approximate size in meters of the smallest space where a point should be placed using the automatic mapping. This should be roughly the same as the width of the game's character controller, so that any places reachable by the player will have acoustic data points placed there. Setting this value too low will result in more points which increases the data size. Setting it too high would result in points missing from places that are reachable by the player or sound sources. Reasonable starting values are in the range 0.5 - 1.0 meters.
Signature
float MetaXRAcousticMap.MinSpacing |
ReflectionCount
: uint |
The preprocessing parameters.
The number of early reflections that should be precomputed for each of the points. More reflections uses more memory, but would produce higher quality results. The default is 6, which is enough for one 1st-order reflection from each wall of a box-shaped room.
Signature
uint MetaXRAcousticMap.ReflectionCount |
RelativeFilePath
: string |
Signature
string MetaXRAcousticMap.RelativeFilePath |
SceneGroup
: MetaXRAcousticSceneGroup |
This is an optional way to incorporate multiple scenes into a single baking for large spaces that use additive scene loading for streaming geometry. If there is no scene group specified, then the map will bake the scene it's in.
Signature
MetaXRAcousticSceneGroup MetaXRAcousticMap.SceneGroup |
Success
: const int |
Signature
const int MetaXRAcousticMap.Success |
AbsoluteFilePath
: string
[Get][Set] |
Signature
string MetaXRAcousticMap.AbsoluteFilePath |
Diffraction
: bool
[Get][Set] |
This control determines which diffraction method is used by the Acoustic Map. If enabled, the resulting diffraction will be higher quality at the cost of longer precompute time and greater file sizes. If disabled, the Acoustic Map will use a fallback method to compute diffraction which will have a smaller file size more efficient resource usage but will result in lower quality sound. Edge diffraction uses more memory and CPU than the other data store in the acoustic map, so it may be useful to disable it in resource-constrained applications. In order for diffraction to function in precompute mode it must be enabled on any of the geometries that you want to have sound propagate around, as well as in the MetaXRAcousticSettings (where it is on by default).
Signature
bool MetaXRAcousticMap.Diffraction |
GravityVector
: Vector3
[Get][Set] |
Signature
Vector3 MetaXRAcousticMap.GravityVector |
NoFloating
: bool
[Get][Set] |
If enabled, points far above the floor will not be baked into the map.
Signature
bool MetaXRAcousticMap.NoFloating |
StaticOnly
: bool
[Get][Set] |
If enabled this causes the baking to omit any objects that are not marked as static. This can be used to include only static objects and geometry in the baked data. Dynamic objects (such as doors) will be disregarded during the bake, so that sound propagates from room to room as if the door were not there. At runtime, dynamic objects will affect direct sound occlusion, but have no impact on reflections or reverb. This option is disabled by default, meaning that all geometries are used for acoustics.
Signature
bool MetaXRAcousticMap.StaticOnly |
DestroyInternal
()
|
Signature
void MetaXRAcousticMap.DestroyInternal() Returns void |
StartInternal
(
autoLoad
)
|
Signature
void MetaXRAcousticMap.StartInternal(bool autoLoad=true) Parameters autoLoad: boolReturns void |