Determines how an
AudioEmitter attenuates (fades out) as the distance between the AudioEmitter and an interacting AudioListener increases.- Items
- 5
- Uses
- 1
Items5
- Uses the developer-supplied
DistanceAttenuationcurve for gain rolloff. - Volume attenuates according to a hybrid model which follows the
DistanceAttenuationMode.Inversemodel when close to the lower bound ofAudioEmitter.DistanceAttenuationBoundsand theDistanceAttenuationMode.LinearSquaredmodel when close to the upper bound ofAudioEmitter.DistanceAttenuationBounds. This is done by taking the lesser of these two curves, such that the curve mostly follows an inverse relationship but tapers to silence at the maximum distance. - Volume attenuates between the bounds of
AudioEmitter.DistanceAttenuationBoundswith a linear relationship. This is done by computing (maxDistance-distance) / (maxDistance-minDistance), where distance is theVector3.Magnitudebetween theAudioEmitter's position and theAudioListener's position. - Volume attenuates between the bounds of
AudioEmitter.DistanceAttenuationBoundswith a linear-squared relationship. This is done by squaring the formula used to determine the volume when usingDistanceAttenuationMode.Linear, which creates a parabolic curve with a steeper fade. - Volume attenuates from the lower bound of
AudioEmitter.DistanceAttenuationBoundsin an inverse manner, mirroring how sounds attenuate in the real world. This is done by computing (minDistance/distance), wheredistanceis theVector2.Magnitudebetween theAudioEmitter's position and theAudioListener's position.