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//============================================================================= // I3DL2Listener: Base class for I3DL2 room effects. //============================================================================= class I3DL2Listener extends Core.Object abstract editinlinenew native; var() float EnvironmentSize; var() float EnvironmentDiffusion; var() int Room; var() int RoomHF; var() int RoomLF; var() float DecayTime; var() float DecayHFRatio; var() float DecayLFRatio; var() int Reflections; var() float ReflectionsDelay; var() vector ReflectionsPan; var() int Reverb; var() float ReverbDelay; var() vector ReverbPan; var() float EchoTime; var() float EchoDepth; var() float ModulationTime; var() float ModulationDepth; var() float RoomRolloffFactor; var() float AirAbsorptionHF; var() float HFReference; var() float LFReference; var() bool bDecayTimeScale; var() bool bReflectionsScale; var() bool bReflectionsDelayScale; var() bool bReverbScale; var() bool bReverbDelayScale; var() bool bEchoTimeScale; var() bool bModulationTimeScale; var() bool bDecayHFLimit; var transient int Environment; var transient int Updated; defaultproperties { // Texture=S_Emitter EnvironmentSize=7.5 EnvironmentDiffusion=1.0 Room=-1000 RoomHF=-100 RoomLF=0 DecayTime=1.49 DecayHFRatio=0.83 DecayLFRatio=1.00 Reflections=-2602 ReflectionsDelay=0.007 Reverb=200 ReverbDelay=0.011 EchoTime=0.25 EchoDepth=0.0 ModulationTime=0.25 ModulationDepth=0.0 RoomRolloffFactor=0.0 AirAbsorptionHF=-5 HFReference=5000 LFReference=250 bDecayTimeScale=true bReflectionsScale=true bReflectionsDelayScale=true bReverbScale=true bReverbDelayScale=true bEchoTimeScale=true bDecayHFLimit=true } |
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