Vixen
02b45cc4
csharp
public record class AudioParameterDefinition

A named value a sound reads, and what moving it does.

No guide page documents this yet — the page shows what the code says about itself.

Remarks

The indirection that separates a sound designer from a programmer. Gameplay writes submersion = 0.8 and knows nothing else; the parameter's curves decide that this means a low-pass closing to 500 Hz, three decibels down, and a semitone flat. Changing any of that is an asset edit.

SeekSeconds is what stops it clicking. A parameter driven by a gameplay boolean jumps from 0 to 1 in one frame, and a filter cutoff that jumps two octaves is a click. The value moves towards what was asked for at a limited rate, so the thing gameplay sets is a target rather than a position.

Fields and properties (7)

  • public string Name

    What gameplay calls it.

  • public float Minimum

    The bottom of its range, which maps to position 0 on every curve.

  • public float Maximum

    The top of its range, which maps to position 1.

  • public float Default

    Where it sits before anything sets it.

  • public float SeekSeconds

    How long it takes to cross its whole range. Zero arrives at once.

  • public AudioBuiltinParameter Builtin

    Something the engine works out, instead of something gameplay sets.

  • public AudioAutomation[] Automation

    What moving it does.

Used by (9)

  • AudioEventBuilderVixen.Audio
  • AudioParameterAssetVixen.Audio
  • AudioParameterSheetVixen.Audio
  • AudioParameterSheetTestsVixen.Audio.Tests
  • BuiltinParameterTestsVixen.Audio.Tests
  • LayeredEventTestsVixen.Audio.Tests
  • OcclusionTestsVixen.Audio.Tests
  • VoiceParameterTestsVixen.Audio.Tests
  • VoiceParametersVixen.Audio