This page has been translated automatically.
Interface Overview
Assets Workflow
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Landscape Tool
Using Editor Tools for Specific Tasks
Setting Up Development Environment
Usage Examples
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and Tools
Double Precision Coordinates
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
CIGI Client Plugin
Rendering-Related Classes
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 This version of documentation is OUTDATED, as it describes an older SDK version!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.

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.
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.
Last update: 2018-06-04
Build: ()