public readonly record struct AudioListenerWhere the ears are.
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Remarks
One per mixer, and not one per camera. A split-screen game has two cameras and one set of speakers, and the answer to "which one does the audio follow" is a decision the game makes — usually a point between them — rather than something the mixer can average.
A value, published through the command queue. Fifty-two bytes cannot be written atomically, so a listener assigned directly from the game thread would be read torn by the audio thread — for one block, with a position from this frame and an orientation from the last one, which is a click. It goes through AudioEngine.SetListener instead.
Fields and properties (6)
public Vector3 PositionWhere it is, in world space.
public Vector3 ForwardWhich way it faces. Need not be normalised.
public Vector3 UpWhich way is up for it. Need not be normalised or perpendicular to Forward.
public Vector3 VelocityHow fast it is moving, in units a second. Only DopplerFactor reads it.
public float GainA gain applied to every positioned voice. The master volume of the 3D world.
public static AudioListener DefaultAt the origin, facing −Z, up +Y, still.
Methods (1)
public AudioListener()Where the ears are.
Used by (17)
- AudioEngineVixen.Audio
- AudioListenerSetVixen.Audio
- AudioOcclusionVixen.Audio
- AudioScattererVixen.Audio
- AudioSystemVixen.Audio
- AudioSystemTestsVixen.Audio.Tests
- BuiltinParameterTestsVixen.Audio.Tests
- HrtfTestsVixen.Audio.Tests
- ListenerBufferVixen.Audio
- MultipleListenerTestsVixen.Audio.Tests
- OcclusionTestsVixen.Audio.Tests
- ReverbZoneTestsVixen.Audio.Tests
- ScattererTestsVixen.Audio.Tests
- SpatializerVixen.Audio
- SpatializerTestsVixen.Audio.Tests
- SurroundTestsVixen.Audio.Tests
- VoiceStealingTestsVixen.Audio.Tests