public struct AudioReverbZoneRefMakes an entity a region of space that sounds like somewhere.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
The zone is placed, not written. Everything else spatial in this engine is an entity — a source, a listener — and a reverb zone is the one that most obviously belongs in a level rather than in a method: it is a room. Without this component a zone could only be added by calling engine.ReverbZones.Add, which is the wrong person doing it in the wrong file.
Position comes from WorldTransform, the same rule AudioSpatial follows. The Position on the description is ignored here — a zone that moved because somebody edited an asset rather than because the room moved would be a surprise.
The description is shared and the placement is not. One "cathedral" describes the parameter it drives, its shape, how far in it reaches full strength and which zone it beats; twenty entities carry it and are twenty different rooms. That is the same split as AudioEventRef, and it is what makes "make every cathedral boomier" one edit.
Fields and properties (2)
public AudioReverbZone? ZoneThe zone. An entity with none is not a zone, and that is not an error.
public bool EnabledWhether it is currently doing anything.
Methods (1)
public static AudioReverbZoneRef Of(AudioReverbZone zone)An entity carrying , switched on.
Used by (6)
- AudioSystemVixen.Audio
- ComponentRegistrationVixen.Audio
- ReverbZoneSystemTestsVixen.Audio.Tests
- TypeRegistrationVixen.Audio
- Vixen_Audio_Ecs_AudioReverbZoneRefSerializerVixen.Audio
- MaterialIconsVixen.Editor.App