nw::snd::SoundAmbientParam Structurestruct SoundAmbientParam
{
f32 volume;
f32 pitch;
f32 pan;
f32 span;
f32 fxSend;
f32 lpf;
f32 biquadFilterValue;
int biquadFilterType;
int priority;
u32 userData;
};
Ambient parameter structure.
When 3D sounds are used, you can use this structure to reference the previous 3D sound calculation results, as well as to store the calculation results of the 3D sound engine class.
| volume | Multiplication factor for the sound volume. If 0.0 is specified, no sound is output. | |
|---|---|---|
| pitch | Frequency factor for the sound pitch. Pitch does not change when 1.0 is specified. When 2.0 is specified, the frequency to be reproduced is doubled, and the pitch is one octave higher. | |
| pan | Amount of relative change in the pan (right/left location) of the sound. Pitch does not change when 0.0 is specified. When 1.0 is specified, a sound located at the center will be located at the far right, and when -1.0 is specified, a sound that located at the center will be located at the far left. | |
| span | Currently disabled. | |
| fxSend | Currently disabled. | |
| lpf | Currently disabled. | |
| biquadFilterValue | Currently disabled. | |
| biquadFilterType | Currently disabled. | |
| priority | Amount of relative change in the player priority of the sound. This value is added to the original player priority. | |
| userData | The user can freely use this parameter. It is reset to 0 when the sound is played. |
| SoundAmbientParam | Constructor. |
|---|
VoiceOutParam member to increase the speed.CONFIDENTIAL