HammeriteAudioPreset
Audio. Inherits Resource
One reverb character a room can have.
Rooms are given a preset rather than a decay computed from their walls: sixteen of them cover common architectural acoustics, and a bake picks one from what a room is built of and how big it is (HammeriteAudioMaterialSampler) unless an author named one on the brush. Only the reverb fields reach the AudioEffectReverb on the Hammerite Audio bus.
A game with rooms of its own kind adds to the table the bake reads (HammeriteAudioRuntime.presets) rather than editing these.
The presets Hammerite ships, and the values a room's HammeriteAudioBrushProperties.KEY_PRESET holds for one of them. A preset of a game's own has an id outside this, which is why id is an int.
Native since 2.0 (#269): made with create(), since a native object is made without arguments; its name is the property name as before, with the accessors _get_name() and _set_name() so as not to hide Resource.get_name().
Properties
Methods
| Returns | Method |
|---|---|
HammeriteAudioPreset | create(id: int = 0, name: String = "", room_size: float = 0.5, damping: float = 0.5, spread: float = 1.0, wet: float = 0.3, dry: float = 1.0, abs_low: float = 0.3, abs_mid: float = 0.3, abs_high: float = 0.3) static |
HammeriteAudioPreset[] | create_default_presets() static |
Enumerations
enum Kind
| Value | Name | Description |
|---|---|---|
0 | STONE_HALL_LARGE | |
1 | STONE_HALL_MEDIUM | |
2 | STONE_CORRIDOR | |
3 | STONE_CHAMBER_SMALL | |
4 | WOOD_ROOM_LARGE | |
5 | WOOD_ROOM_SMALL | |
6 | WOOD_CORRIDOR | |
7 | METAL_ROOM | |
8 | METAL_CORRIDOR | |
9 | OUTDOOR | |
10 | OUTDOOR_COURTYARD | |
11 | CAVE_LARGE | |
12 | CAVE_SMALL | |
13 | CLOTH_ROOM | |
14 | TILE_ROOM | |
15 | UNDERWATER |
Property descriptions
absorption_high_freq
var absorption_high_freq: float = 0.3
Undocumented.
absorption_low_freq
var absorption_low_freq: float = 0.3
Undocumented.
absorption_mid_freq
var absorption_mid_freq: float = 0.3
Undocumented.
id
var id: int = 0
Undocumented.
name
var name: String = ""
Undocumented.
reverb_damping
var reverb_damping: float = 0.5
Undocumented.
reverb_dry
var reverb_dry: float = 1.0
Undocumented.
reverb_predelay_msec
var reverb_predelay_msec: float
Undocumented.
reverb_room_size
var reverb_room_size: float = 0.5
Undocumented.
reverb_spread
var reverb_spread: float = 1.0
Undocumented.
reverb_wet
var reverb_wet: float = 0.3
Undocumented.
Method descriptions
create()
static func create(id: int = 0, name: String = "", room_size: float = 0.5, damping: float = 0.5, spread: float = 1.0, wet: float = 0.3, dry: float = 1.0, abs_low: float = 0.3, abs_mid: float = 0.3, abs_high: float = 0.3) -> HammeriteAudioPreset
A native class is made with no arguments, so this stands in for new(id, name, room_size, damping, spread, wet, dry, abs_low, abs_mid, abs_high).
create_default_presets()
static func create_default_presets() -> HammeriteAudioPreset[]
Undocumented.