unreal.NonSpatializedRadiusSpeakerMapMode
¶
- class unreal.NonSpatializedRadiusSpeakerMapMode¶
Bases:
EnumBase
Defines how to speaker map the sound when using the non-spatialized radius feature
C++ Source:
Module: Engine
File: SoundAttenuation.h
- DIRECT2D: NonSpatializedRadiusSpeakerMapMode¶
Will blend the 3D source to the same representation speaker map used when playing the asset 2D
- Type:
1
- OMNI_DIRECTIONAL: NonSpatializedRadiusSpeakerMapMode¶
Will blend the 3D sound to an omni-directional sound (equal output mapping in all directions)
- Type:
0
- SURROUND2D: NonSpatializedRadiusSpeakerMapMode¶
Will blend the 3D source to a multichannel 2D version (i.e. upmix stereo to quad) if rendering in surround
- Type:
2