This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
Basics
Rendering
Professional (SIM)
UnigineEditor
Interface Overview
Assets Workflow
Version Control
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Sandworm
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
Materials and Shaders
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
Animations-Related Classes
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
VR-Related Classes
Content Creation
Content Optimization
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials
Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Global Sound Settings

The Sound section of the Settings window allows you to adjust global sound-related settings: values set here will be applied to all sounds in the scene.

Notice
To configure sound settings, open the Settings window by choosing Window -> Settings in the main menu and select Runtime -> World -> Sound section.

Sound Settings

Global Sound Settings Window

The following settings are available:

Scale Scale factor to speed up or slow down the sound play.
Volume Volume for all sounds in the scene.
  • The value can be in range [0 ;1 ].
  • The higher the value (up to the maximum 1), the louder the sounds.
Doppler Doppler effect intensity. The default is 1.
Velocity Speed of sound. It is used to control sound propagation.
Adaptation Controls the time of sound adaptation to a filter. The parameter is used when the sound source becomes occluded (an obstacle appears between it and the player).
  • By the minimum value of 0, the sound changes from clear to muffled one (and vice versa) instantly.
  • By the maximum value of 1, the sound changes gradually over time.
Source Occlusion Toggles sound occlusion on and off. When enabled, sounds will be occluded when there are other nodes between the listener and the sound source.
Source Reverb Mode Reverberation mode to be used for sound sources. The following modes are available:
  • Disabled
  • Single
  • Multiple
Attenuation Model used to calculate sound attenuation. Attenuation is a reduction of the sound volume as the player moves away from the sound source. The following models are available:
  • Inverse
  • Inverse Clamped
  • Linear
  • Linear Clamped
  • Exponent
  • Exponent Clamped
HRTF Toggles the binaural HRTF (Head Related Transfer Function) mode on and off. This mode provides imitation of the surround sound for the stereo wired headset.
Volume 0 - Volume 31

Volume of the specified mixer channel.

  • By the minimum value of 0, the sound is muted.
  • By the maximum value of 1, the sound is played with the maximum volume.

The number of simultaneously played sound sources per one mixer channel is specified in the Limit field. To what channel the sound belongs is set in the Source mask per sound source.

For example, let's assume that we have 10 sound sources with the Source mask 0 enabled, and the Limit is set to 3. In this case, when the camera is within the reach of the sound sources, only 3 closest sources are heard on Channel 0.

Last update: 2024-08-16
Build: ()