QcSoundSpatial Class
Loudness and stereo position of a sound at a world position, heard from a listener's ears. More...
| Header: | #include <clientcore/sound/QcSoundSpatial.h> |
Public Types
Static Public Members
| float | attenuation(double distance, double range) |
| QcSoundSpatial::Placement | hear(const QcSoundSpatial::Source &source, const QcSoundSpatial::Listener &listener) |
| float | pan(const QcVec3 &listener, double yawDegrees, const QcVec3 &source) |
| const float | panWidth |
| QcSoundSpatial::Placement | place(const QcVec3 &listener, double yawDegrees, const QcVec3 &source, double range) |
| const float | rearDamping |
| QcSoundSpatial::Source | source(const QcSoundDefinition &sound, const QcSoundCue &cue) |
Detailed Description
Yaw follows the game's convention: 0 looks north (-Z), 90 east (+X).
Member Function Documentation
[static] float QcSoundSpatial::attenuation(double distance, double range)
Returns (1 - distance / range)^2: 1 at the listener and 0 from range on.
[static] QcSoundSpatial::Placement QcSoundSpatial::hear(const QcSoundSpatial::Source &source, const QcSoundSpatial::Listener &listener)
Returns the placement of source for listener, its gain including the source's volume: what a voice of that sound plays with, when it starts and whenever the listener or source moved.
[static] float QcSoundSpatial::pan(const QcVec3 &listener, double yawDegrees, const QcVec3 &source)
Returns the stereo position -panWidth (left) .. panWidth (right) of source for a listener looking along yawDegrees, from the horizontal direction to the source; 0 straight ahead, behind, above or below.
[static] QcSoundSpatial::Placement QcSoundSpatial::place(const QcVec3 &listener, double yawDegrees, const QcVec3 &source, double range)
Returns attenuation, rear damping and pan together of source within range for a listener looking along yawDegrees.
[static] QcSoundSpatial::Source QcSoundSpatial::source(const QcSoundDefinition &sound, const QcSoundCue &cue)
Returns the source of the cue cue of the sound sound.
Member Variable Documentation
const float QcSoundSpatial::panWidth
Share of full left/right a sound exactly to the side gets; the other ear still hears a little.
const float QcSoundSpatial::rearDamping
A sound straight behind the listener loses this share of its loudness.