public struct AudioListenerSetEverywhere the game is listening from at once.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
One set of speakers, several pairs of ears. Split-screen is the case: four players at four places in the world, and one stereo output that has to represent all of them. There is no correct answer to that — the room only has two speakers — so what matters is picking a wrong answer that nobody notices.
Four, because the fifth player does not exist. Local multiplayer stops at four on every console that supports it, and a fixed cap is what lets the whole set live in a struct and go through the same sequence lock a single listener did — no allocation, no list, and one copy per block rather than one per voice.
A set with one listener in it behaves exactly as the single listener did, and that is the path almost every game takes.
Fields and properties (3)
public const int MaxListenersHow many pairs of ears there can be.
public int CountHow many there are.
public static AudioListenerSet DefaultThe default listener, alone.
Methods (5)
public static AudioListenerSet Single(in AudioListener listener)A set with one listener in it, at full weight.
public bool TryAdd(in AudioListener listener, float weight = 1)Adds a listener.
public void Clear()Empties it.
public readonly AudioListener Get(int index)One of the listeners.
public readonly float WeightOf(int index)How much of the mix one listener gets.
Used by (10)
- AudioEngineVixen.Audio
- AudioMixerVixen.Audio
- AudioOcclusionVixen.Audio
- AudioSystemVixen.Audio
- ListenerBufferVixen.Audio
- MultipleListenerTestsVixen.Audio.Tests
- OcclusionTestsVixen.Audio.Tests
- SpatializerVixen.Audio
- VoiceVixen.Audio
- WeightBufferVixen.Audio