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Struct · Ara

AcousticSource

Per-source acoustic behaviour, alongside AudioSource. Optional: sources without it use AcousticSource::default().

public struct AcousticSource : IComponent<AcousticSource>

Properties

TypeIndex

public static uint TypeIndex { get; }

Stable engine component index.

Fields

Occlusion

public bool Occlusion;

Trace geometry between source and listener for occlusion and transmission.

Default: true.

OcclusionRadius

public float OcclusionRadius;

Radius sampled for partial (volumetric) occlusion; 0 traces only the center ray.

Unit: m. Range: [0, 50]. Default: 0.5.

AirAbsorption

public bool AirAbsorption;

Apply frequency-dependent air absorption over the propagation distance.

Default: true.

Doppler

public float Doppler;

Doppler strength: 0 disables pitch shift, 1 is physical, larger exaggerates.

Range: [0, 4]. Default: 1.

ReverbSend

public float ReverbSend;

Room reverb send before zone and portal attenuation.

Range: [0, 1]. Default: 1.

DistanceCurve

public Vector2[] DistanceCurve;

Custom distance curve: [meters, linear gain] points with increasing distance. Empty uses AudioSource.attenuation; cones still apply.

Default: [].

Methods

Access

public static ref AcousticSource Access(Entity entity, bool write);

No description yet.

Insert

public static void Insert(in Commands commands, Entity entity, in AcousticSource value);

No description yet.

Contains

public static bool Contains(Entity entity);

No description yet.