AudioRoom QML Type

Import Statement: import QtQuick3D.SpatialAudio


Detailed Description

Defines a room for the spatial audio engine.

If the listener is inside a room, first order sound reflections and reverb matching the rooms properties will get applied to the sound field.

A room is always square and defined by its center position, its orientation and dimensions. Each of the 6 walls of the room can be made of different materials that will contribute to the computed reflections and reverb that the listener will experience while being inside the room.

If multiple rooms cover the same position, the engine will use the room with the smallest volume.

Property Documentation

backMaterial : AudioRoom::Material

ceilingMaterial : AudioRoom::Material

floorMaterial : AudioRoom::Material

frontMaterial : AudioRoom::Material

leftMaterial : AudioRoom::Material

rightMaterial : AudioRoom::Material

Sets the material to use for the different sides of the room. Properties correlate to coordinates as follows:

leftNegative x
rightPositive x
backNegative z
frontPositive z
floorNegative y
ceilingPositive y

Valid values for the material are:

Property valueDescription
TransparentThe side of the room is open and won't contribute to reflections or reverb.
AcousticCeilingTilesAcoustic tiles that suppress most reflections and reverb.
BrickBareA bare brick wall.
BrickPaintedA painted brick wall.
ConcreteBlockCoarseA raw concrete wall
ConcreteBlockPaintedA painted concrete wall
CurtainHeavyA heavy curtain. Will mostly reflect low frequencies
FiberGlassInsulationFiber glass insulation. Only reflects very low frequencies
GlassThinA thin glass wall
GlassThickA thick glass wall
LinoleumOnConcreteA Linoleum floor
MarbleA marble floor
ParquetOnConcreteParquet wooden floor on concrete
PlasterRoughRough plaster
PlasterSmoothSmooth plaster
PlywoodPanelPlywodden panel
PolishedConcreteOrTilePolished concrete or tiles
WaterOrIceSurfaceWater or ice
WoodCeilingA wooden ceiling
WoodPanelWooden panel
UniformArtificial material giving uniform reflections on all frequencies

dimensions : vector3D

Defines the dimensions of the room in 3D space. Units are in centimeters by default.

See also QtQuick3D::Node::position.

reflectionGain : float

A gain factor for reflections generated in this room. A value from 0 to 1 will dampen reflections, while a value larger than 1 will apply a gain to reflections, making them louder.

The default is 1, a factor of 0 disables reflections. Negative values are mapped to 0.

reverbBrightness : float

A brightness factor to be applied to the generated reverb. A positive value will increase reverb for higher frequencies and dampen lower frequencies, a negative value does the reverse.

The default is 0.

reverbGain : float

A gain factor for reverb generated in this room. A value from 0 to 1 will dampen reverb, while a value larger than 1 will apply a gain to the reverb, making it louder.

The default is 1, a factor of 0 disables reverb. Negative values are mapped to 0.

reverbTime : float

A factor to be applies to all reverb timings generated for this room. Larger values will lead to longer reverb timings, making the room sound larger.

The default is 1. Negative values are mapped to 0.

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