public record class AudioZoneAssetA room, as a file declares it.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
What a designer needs a programmer for, moved into content — the same argument as AudioParameterAsset. "The cellar is boomier" should be an edit to this and not a change to a scene or a rebuild.
There is no position on it, and that is the point. One of these describes a *kind* of room; where the rooms are is a matter for the entities carrying it. Twenty cathedral entities share one asset and are twenty different cathedrals, which is what makes changing all of them one edit.
The parameter it drives is a name and not a reverb. A zone pushes a number into a named mixer parameter; what that number does — an aux send opening, a wet level, a filter closing — is a curve in an AudioParameterAsset. Two indirections rather than one, and the reason is that "which room am I in" and "what does that room sound like" are edited by the same person at different times.
Fields and properties (7)
public string NameWhat it is called, for a tool to list.
public string ParameterWhich mixer parameter it drives while the listener is inside it.
public AudioZoneShape ShapeSphere or box.
public Vector3 ExtentFor a sphere, its radius in X. For a box, half its size on each axis.
public float BlendHow far in from the edge it reaches full strength, in world units.
public float StrengthHow strong it is well inside.
public int PriorityWhich zone wins where two overlap. Higher takes it.
Methods (1)
public AudioReverbZone ToZone()The zone this describes.
Used by (2)
- TypeRegistrationVixen.Audio
- Vixen_Audio_Assets_AudioZoneAssetSerializerVixen.Audio