unreal.ResonanceAudioSpatializationSourceSettings

class unreal.ResonanceAudioSpatializationSourceSettings(outer=None, name='None')

Bases: unreal.SpatializationPluginSourceSettingsBase

Resonance Audio Spatialization Source Settings

C++ Source:

  • Plugin: ResonanceAudio

  • Module: ResonanceAudio

  • File: ResonanceAudioSpatializationSourceSettings.h

Editor Properties: (see get_editor_property/set_editor_property)

  • max_distance (float): [Read-Write] Maximum distance to apply the chosen attenuation method ((default = 50000.0 cm)

  • min_distance (float): [Read-Write] Minimum distance to apply the chosen attenuation method (default = 100.0 cm)

  • pattern (float): [Read-Write] Directivity pattern: 0.0 (omnidirectional), 0.5 (cardioid), 1.0 (figure-of-8)

  • rolloff (RaDistanceRolloffModel): [Read-Write] Roll-off model to use for sound source distance attenuation. Select ‘None’ (default) to use Unreal attenuation settings

  • scale (float): [Read-Write] Scale (for directivity pattern visualization only).

  • sharpness (float): [Read-Write] Sharpness of the directivity pattern. Higher values result in a narrower sound emission beam

  • spatialization_method (RaSpatializationMethod): [Read-Write] Spatialization method to use for sound object(s). NOTE: Has no effect if ‘Stereo Panning’ global quality mode is selected for the project

  • spread (float): [Read-Write] Spread (width) of the sound source (in degrees). Note: spread control is not available if ‘Stereo Panning’ global quality mode is enabled for the project and / or ‘Stereo Panning’ spatialization mode is enabled for the sound source

  • toggle_visualization (bool): [Read-Write] Whether to visualize directivity pattern in the viewport.

set_sound_source_directivity(pattern, sharpness)None

Sets the sound source directivity, applies, and updates

Parameters
set_sound_source_spread(spread)None

Sets the sound source spread (width), applies, and updates

Parameters

spread (float) –