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AudioReverbZone.cs
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101 lines (83 loc) · 5.36 KB
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// Decompiled with JetBrains decompiler
// Type: UnityEngine.AudioReverbZone
// Assembly: UnityEngine, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null
// MVID: A8FF7A2C-E4EE-4232-AB17-3FCABEC16496
// Assembly location: C:\Users\Blake\sandbox\unity\test-project\Library\UnityAssemblies\UnityEngine.dll
using System.Runtime.CompilerServices;
namespace UnityEngine
{
/// <summary>
/// <para>Reverb Zones are used when you want to create location based ambient effects in the scene.</para>
/// </summary>
public sealed class AudioReverbZone : Behaviour
{
/// <summary>
/// <para>The distance from the centerpoint that the reverb will have full effect at. Default = 10.0.</para>
/// </summary>
public float minDistance { [WrapperlessIcall, MethodImpl(MethodImplOptions.InternalCall)] get; [WrapperlessIcall, MethodImpl(MethodImplOptions.InternalCall)] set; }
/// <summary>
/// <para>The distance from the centerpoint that the reverb will not have any effect. Default = 15.0.</para>
/// </summary>
public float maxDistance { [WrapperlessIcall, MethodImpl(MethodImplOptions.InternalCall)] get; [WrapperlessIcall, MethodImpl(MethodImplOptions.InternalCall)] set; }
/// <summary>
/// <para>Set/Get reverb preset properties.</para>
/// </summary>
public AudioReverbPreset reverbPreset { [WrapperlessIcall, MethodImpl(MethodImplOptions.InternalCall)] get; [WrapperlessIcall, MethodImpl(MethodImplOptions.InternalCall)] set; }
/// <summary>
/// <para>Room effect level (at mid frequencies).</para>
/// </summary>
public int room { [WrapperlessIcall, MethodImpl(MethodImplOptions.InternalCall)] get; [WrapperlessIcall, MethodImpl(MethodImplOptions.InternalCall)] set; }
/// <summary>
/// <para>Relative room effect level at high frequencies.</para>
/// </summary>
public int roomHF { [WrapperlessIcall, MethodImpl(MethodImplOptions.InternalCall)] get; [WrapperlessIcall, MethodImpl(MethodImplOptions.InternalCall)] set; }
/// <summary>
/// <para>Relative room effect level at low frequencies.</para>
/// </summary>
public int roomLF { [WrapperlessIcall, MethodImpl(MethodImplOptions.InternalCall)] get; [WrapperlessIcall, MethodImpl(MethodImplOptions.InternalCall)] set; }
/// <summary>
/// <para>Reverberation decay time at mid frequencies.</para>
/// </summary>
public float decayTime { [WrapperlessIcall, MethodImpl(MethodImplOptions.InternalCall)] get; [WrapperlessIcall, MethodImpl(MethodImplOptions.InternalCall)] set; }
/// <summary>
/// <para>High-frequency to mid-frequency decay time ratio.</para>
/// </summary>
public float decayHFRatio { [WrapperlessIcall, MethodImpl(MethodImplOptions.InternalCall)] get; [WrapperlessIcall, MethodImpl(MethodImplOptions.InternalCall)] set; }
/// <summary>
/// <para>Early reflections level relative to room effect.</para>
/// </summary>
public int reflections { [WrapperlessIcall, MethodImpl(MethodImplOptions.InternalCall)] get; [WrapperlessIcall, MethodImpl(MethodImplOptions.InternalCall)] set; }
/// <summary>
/// <para>Initial reflection delay time.</para>
/// </summary>
public float reflectionsDelay { [WrapperlessIcall, MethodImpl(MethodImplOptions.InternalCall)] get; [WrapperlessIcall, MethodImpl(MethodImplOptions.InternalCall)] set; }
/// <summary>
/// <para>Late reverberation level relative to room effect.</para>
/// </summary>
public int reverb { [WrapperlessIcall, MethodImpl(MethodImplOptions.InternalCall)] get; [WrapperlessIcall, MethodImpl(MethodImplOptions.InternalCall)] set; }
/// <summary>
/// <para>Late reverberation delay time relative to initial reflection.</para>
/// </summary>
public float reverbDelay { [WrapperlessIcall, MethodImpl(MethodImplOptions.InternalCall)] get; [WrapperlessIcall, MethodImpl(MethodImplOptions.InternalCall)] set; }
/// <summary>
/// <para>Reference high frequency (hz).</para>
/// </summary>
public float HFReference { [WrapperlessIcall, MethodImpl(MethodImplOptions.InternalCall)] get; [WrapperlessIcall, MethodImpl(MethodImplOptions.InternalCall)] set; }
/// <summary>
/// <para>Reference low frequency (hz).</para>
/// </summary>
public float LFReference { [WrapperlessIcall, MethodImpl(MethodImplOptions.InternalCall)] get; [WrapperlessIcall, MethodImpl(MethodImplOptions.InternalCall)] set; }
/// <summary>
/// <para>Like rolloffscale in global settings, but for reverb room size effect.</para>
/// </summary>
public float roomRolloffFactor { [WrapperlessIcall, MethodImpl(MethodImplOptions.InternalCall)] get; [WrapperlessIcall, MethodImpl(MethodImplOptions.InternalCall)] set; }
/// <summary>
/// <para>Value that controls the echo density in the late reverberation decay.</para>
/// </summary>
public float diffusion { [WrapperlessIcall, MethodImpl(MethodImplOptions.InternalCall)] get; [WrapperlessIcall, MethodImpl(MethodImplOptions.InternalCall)] set; }
/// <summary>
/// <para>Value that controls the modal density in the late reverberation decay.</para>
/// </summary>
public float density { [WrapperlessIcall, MethodImpl(MethodImplOptions.InternalCall)] get; [WrapperlessIcall, MethodImpl(MethodImplOptions.InternalCall)] set; }
}
}