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gamedev:textureproperties:sound_transmission [2019/04/25 20:57] – created dragonlord | gamedev:textureproperties:sound_transmission [2019/05/24 23:43] (current) – ↷ Links adapted because of a move operation dragonlord | ||
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<WRAP youarehere> | <WRAP youarehere> | ||
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- | <WRAP boxheader> | + | ====== |
- | ====== | + | |
- | </ | + | Defines the required thickness in meters of material before sound drops to inaudible levels. |
- | <WRAP boxcontent> | + | |
- | |Texture Property Name|sound.transmission| | + | |
- | |Description|Defines the required thickness in meters of material before sound drops to inaudible levels.| | + | |
|Excepted Data Source|1 component value| | |Excepted Data Source|1 component value| | ||
|Data Range|0 to 1| | |Data Range|0 to 1| | ||
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|Affected Modules|Audio| | |Affected Modules|Audio| | ||
|Linked Properties|[[gamedev: | |Linked Properties|[[gamedev: | ||
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====== Description ====== | ====== Description ====== | ||
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The **sound.transmission** texture property defines the required thickness in meters of material before sound drops to inaudible levels. This property is used by the audio module to determine the transmission loss for sound passing through material after applying absorption. The reflected sound energy is the remaining amount of sound energy after absorption and transmission. Hence if you want a fully reflective wall set transmission to 0. | The **sound.transmission** texture property defines the required thickness in meters of material before sound drops to inaudible levels. This property is used by the audio module to determine the transmission loss for sound passing through material after applying absorption. The reflected sound energy is the remaining amount of sound energy after absorption and transmission. Hence if you want a fully reflective wall set transmission to 0. | ||