Automatic | Automatically select highest quality (if geometry is set the propagation system will be active, otherwise if the callback is set dynamic room modeling is enabled, otherwise fallback to the static shoe box) |
None | Disable all acoustics features. |
ShoeboxRoom | Room defined by RoomAcousticProperties (MetaXRRoomAcoustic components) |
AcousticRayTracing | Geometry, Material based propagation system (MetaXRAcoustic components) |
NONE | Disable all features. |
SIMPLE_ROOM_MODELING | Enable/disable simple room modeling globally. Default: disabled. |
LATE_REVERBERATION | Late reverbervation, requires simple room modeling enabled. Default: disabled. |
RANDOMIZE_REVERB | Randomize reverbs to diminish artifacts. Default: enabled. |
PERFORMANCE_COUNTERS | Enable profiling. Default: disabled. |
DIFFRACTION | Enable Diffraction. Default: disabled. |
TRIANGLES | The mesh faces are defined by Triangles. |
QUADS | The mesh faces are defined by Quads. |
ABSORPTION | The fraction of sound arriving at a surface that is absorbed by the material. This value is in the range 0 to 1, where 0 indicates a perfectly reflective material, and 1 indicates a perfectly absorptive material. Absorption is inversely related to the reverberation time, and has the strongest impact on the acoustics of an environment. The default absorption is 0.1. |
TRANSMISSION | The fraction of sound arriving at a surface that is transmitted through the material. This value is in the range 0 to 1, where 0 indicates a material that is acoustically opaque, and 1 indicates a material that is acoustically transparent. To preserve energy in the simulation, the following condition must hold: (1 - absorption + transmission) <= 1 If this condition is not met, the transmission and absorption coefficients will be modified to enforce energy conservation. The default transmission is 0. |
SCATTERING | The fraction of sound arriving at a surface that is scattered. This property in the range 0 to 1 controls how diffuse the reflections are from a surface, where 0 indicates a perfectly specular reflection and 1 indicates a perfectly diffuse reflection. The default scattering is 0.5. |
EMPTY | A status flag indicating the Map has no data (i.e. was just created). |
MAPPED | A status flag indicating the Map has been spatially mapped (but Map not necessarily computed). |
READY | A status flag indicating the Map is ready for use in a runtime simulation (i.e. has been mapped and computed). |
NONE | The flag value when no flags are set. |
STATIC_ONLY | If set, only objects that have this flag set will be considered for the computation. |
NO_FLOATING | If set, the Map will not create points that are floating far above the floor (as determined by gravity vector). |
MAP_ONLY | If set, no data will be calculated. The scene will be mapped but not simulated. |
DIFFRACTION | If set, the Map will be preprocessed to support runtime diffraction. |
EMPTY | If set, the object is not used within the simulation and will be ignored. |
ENABLED | If set, the object is used within the simulation and impacts the computed acoustics. |
STATIC | If set, the object is assumed to never move or change geometry. The context may use this flag as a hint to optimize the simulation. |
NONE | This flag indicates none of the other mesh flags are enabled. |
ENABLE_SIMPLIFICATION | Turning on Mesh Simplification will reduce the resource usage of geometry propagation at the cost of audio quality. |
ENABLE_DIFFRACTION | If diffraction is enabled, the geometry will support real-time diffraction. Note, if this is disabled and you try to turn on real time diffraction, you won't hear a difference as the geometry did not render to support geometry. |
RT60 | A frequency-dependent property describing the reverberation time adjustment in the Zone. The value represents a signed additive adjustment to the simulated reverb time (units: seconds). |
REVERB_LEVEL | A frequency-dependent property describing the reverberation level adjustment in the Zone. The value represents a signed additive adjustment to the simulated reverb level (units: decibels). |