Difference between revisions of "Sound"

Jump to navigation Jump to search
76 bytes added ,  06:08, 23 June 2006
m
no edit summary
imported>Vine
imported>Vine
m
Line 9: Line 9:
'''Stop:''' Stops playback of any currently playing sound.
'''Stop:''' Stops playback of any currently playing sound.


'''Minimum Attenuation Distance (units):''' Defines the sound's inner radius, measured in game units. The inner radius is the distance from the sound source at which the player will hear the sound at it's maximum defined volume, or static attenuation (see below). Between the inner and outer radius there is a logarithmic volume falloff curve. (In order for dynamic attenuation to function the sound must be in mono).
'''Minimum Attenuation Distance (units):''' Defines the sound's inner radius, measured in game units. The inner radius is the distance from the sound source at which the player will hear the sound at it's maximum defined volume, or static attenuation (see below). Between the inner and outer radius there is a logarithmic volume falloff curve. (In order to use dynamic attenuation the sound must be in mono, and the [[PlaySound3D]] function must be used).


'''Maximum Attenuation Distance (units):''' Defines the sound's outer radius, measured in game units. The outer radius is the distance fromthe sound source at which the player will hear the sound at its minimum volume, just before it can no longer be heard (playback ceases). Between the inner and outer radius there is a logarithmic volume falloff curve. (In order for dynamic attenuation to function the sound must be in mono).
'''Maximum Attenuation Distance (units):''' Defines the sound's outer radius, measured in game units. The outer radius is the distance fromthe sound source at which the player will hear the sound at its minimum volume, just before it can no longer be heard (playback ceases). Between the inner and outer radius there is a logarithmic volume falloff curve. (In order to use dynamic attenuation the sound must be in mono, and the [[PlaySound3D]] function must be used).


'''Static Attenuation (dB):''' Defines how much a sound's volume is attenuated from that of the source sound file itself. For that reason, you should always endeavor to author sound files normalized to or close to 0dBFS (dB full scale), and then use this fader to attenuate from there. Note that while the values of this fader do not display logarithmically, the perception of the sound in the game will be. For all practical purposes 0dB(FS) is maximum volume relative to the source file, and -96dB(FS) is considered completely silent.
'''Static Attenuation (dB):''' Defines how much a sound's volume is attenuated from that of the source sound file itself. For that reason, you should always endeavor to author sound files normalized to or close to 0dBFS (dB full scale), and then use this fader to attenuate from there. Note that while the values of this fader do not display logarithmically, the perception of the sound in the game will be. For all practical purposes 0dB(FS) is maximum volume relative to the source file, and -96dB(FS) is considered completely silent.
Anonymous user

Navigation menu