HammeriteAudioMaterial

Audio. Inherits Resource

What one material does to sound: a row of HammeriteAudioMaterials.

The coefficients are real-world acoustics simplified for a game. Only acoustic_category is read today - by the bake, to decide what a room built of this should sound like; the rest are authored and carried but applied to nothing yet, the way HammeriteAudioPreset's absorption fields are.

Properties

TypeNameDefault
Stringmaterial_name""
intacoustic_category0
floatreverb0.5
floatabsorption0.5
floattransmission_loss20.0
floatfreq_bias0.5
Colordebug_colorColor(0.74509805, 0.74509805, 0.74509805, 1)

Enumerations

enum Category

ValueNameDescription
0UNSPECIFIEDHas no say in what a room sounds like. What a material of a kind Hammerite does not model is.
1MASONRYStone, brick, concrete, plaster: hard, heavy, and what a room of nothing else is taken for.
2WOODBoards and beams.
3METALSheet and plate, which ring.
4FABRICCloth, carpet, leather: soft, and the one family that kills a room.
5TILETile and glass: hard and thin, brighter than masonry.
6EARTHDirt, sand, grass - and so a cave, which is the room that gets.

Property descriptions

material_name

var material_name: String = ""

What this material is called. HammeriteAudioMaterials.add_material() files it under this name in lower case, and it is the name HammeriteAudioRuntime.material_name_for() answers with.

acoustic_category

var acoustic_category: int = 0

Which family of surface a room of this sounds like, which is the whole of what the bake asks of a material: a room mostly Category.WOOD gets a wooden room's reverb. A family rather than the coefficients below because reverb here is a preset, chosen, not a decay computed from absorptions - so what the bake needs is which preset, and a material of a kind it has never heard of should have no say rather than a wrong one. That is what Category.UNSPECIFIED is for.

reverb

var reverb: float = 0.5

Reverb contribution: 0 absorptive, like carpet; 1 reflective, like marble.

absorption

var absorption: float = 0.5

How much sound energy this absorbs rather than reflecting: 0 perfectly reflective, 1 perfectly absorptive.

transmission_loss

var transmission_loss: float = 20.0

How much quieter a sound is for having passed through this, in decibels. Cloth or thin wood is 5-15, a standard wall 15-25, a heavy one 25-40, and thicker than that more.

freq_bias

var freq_bias: float = 0.5

Which end of the spectrum suffers: 0 absorbs highs and passes lows, as something dense does, 0.5 is even, and 1 absorbs lows and passes highs, as something thin does.

debug_color

var debug_color: Color = Color(0.74509805, 0.74509805, 0.74509805, 1)

What colour to draw this in a debug view.

Hammerite 1.0 · built from a6dd634, 2026-10-10