class QAudioRoom#

Inheritance diagram of PySide6.QtSpatialAudio.QAudioRoom

Synopsis#

Properties#

Methods#

Signals#

Note

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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.

class Material#

Defines different materials that can be applied to the different walls of the room.

Constant

Description

QAudioRoom.Transparent

The side of the room is open and won’t contribute to reflections or reverb.

QAudioRoom.AcousticCeilingTiles

Acoustic tiles that suppress most reflections and reverb.

QAudioRoom.BrickBare

Bare brick wall.

QAudioRoom.BrickPainted

Painted brick wall.

QAudioRoom.ConcreteBlockCoarse

Raw concrete wall

QAudioRoom.ConcreteBlockPainted

Painted concrete wall

QAudioRoom.CurtainHeavy

Heavy curtain. Will mostly reflect low frequencies

QAudioRoom.FiberGlassInsulation

Fiber glass insulation. Only reflects very low frequencies

QAudioRoom.GlassThin

Thin glass wall

QAudioRoom.GlassThick

Thick glass wall

QAudioRoom.Grass

Grass

QAudioRoom.LinoleumOnConcrete

Linoleum floor

QAudioRoom.Marble

Marble floor

QAudioRoom.Metal

Metal

QAudioRoom.ParquetOnConcrete

Parquet wooden floor on concrete

QAudioRoom.PlasterRough

Rough plaster

QAudioRoom.PlasterSmooth

Smooth plaster

QAudioRoom.PlywoodPanel

Plywodden panel

QAudioRoom.PolishedConcreteOrTile

Polished concrete or tiles

QAudioRoom.Sheetrock

Rock

QAudioRoom.WaterOrIceSurface

Water or ice

QAudioRoom.WoodCeiling

Wooden ceiling

QAudioRoom.WoodPanel

Wooden panel

QAudioRoom.UniformMaterial

Artificial material giving uniform reflections on all frequencies

class Wall#

An enum defining the 6 walls of the room

Constant

Description

QAudioRoom.LeftWall

Left wall (negative x)

QAudioRoom.RightWall

Right wall (positive x)

QAudioRoom.Floor

Bottom wall (negative y)

QAudioRoom.Ceiling

Top wall (positive y)

QAudioRoom.FrontWall

Front wall (negative z)

QAudioRoom.BackWall

Back wall (positive z)

Note

Properties can be used directly when from __feature__ import true_property is used or via accessor functions otherwise.

property dimensionsᅟ: QVector3D#

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

Access functions:
property positionᅟ: QVector3D#

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

Access functions:
property reflectionGainᅟ: 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.

Access functions:
property reverbBrightnessᅟ: 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.

Access functions:
property reverbGainᅟ: 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.

Access functions:
property reverbTimeᅟ: 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.

Access functions:
property rotationᅟ: QQuaternion#

Defines the orientation of the room in 3D space.

Access functions:
__init__(engine)#
Parameters:

engineQAudioEngine

Constructs a QAudioRoom for engine.

dimensions()#
Return type:

QVector3D

See also

setDimensions()

Getter of property dimensionsᅟ .

dimensionsChanged()#

Notification signal of property dimensionsᅟ .

position()#
Return type:

QVector3D

See also

setPosition()

Getter of property positionᅟ .

positionChanged()#

Notification signal of property positionᅟ .

reflectionGain()#
Return type:

float

Getter of property reflectionGainᅟ .

reflectionGainChanged()#

Notification signal of property reflectionGainᅟ .

reverbBrightness()#
Return type:

float

Getter of property reverbBrightnessᅟ .

reverbBrightnessChanged()#

Notification signal of property reverbBrightnessᅟ .

reverbGain()#
Return type:

float

See also

setReverbGain()

Getter of property reverbGainᅟ .

reverbGainChanged()#

Notification signal of property reverbGainᅟ .

reverbTime()#
Return type:

float

See also

setReverbTime()

Getter of property reverbTimeᅟ .

reverbTimeChanged()#

Notification signal of property reverbTimeᅟ .

rotation()#
Return type:

QQuaternion

See also

setRotation()

Getter of property rotationᅟ .

rotationChanged()#

Notification signal of property rotationᅟ .

setDimensions(dim)#
Parameters:

dimQVector3D

See also

dimensions()

Setter of property dimensionsᅟ .

setPosition(pos)#
Parameters:

posQVector3D

See also

position()

Setter of property positionᅟ .

setReflectionGain(factor)#
Parameters:

factor – float

See also

reflectionGain()

Setter of property reflectionGainᅟ .

setReverbBrightness(factor)#
Parameters:

factor – float

Setter of property reverbBrightnessᅟ .

setReverbGain(factor)#
Parameters:

factor – float

See also

reverbGain()

Setter of property reverbGainᅟ .

setReverbTime(factor)#
Parameters:

factor – float

See also

reverbTime()

Setter of property reverbTimeᅟ .

setRotation(q)#
Parameters:

qQQuaternion

See also

rotation()

Setter of property rotationᅟ .

setWallMaterial(wall, material)#
Parameters:

Sets wall to material.

Different wall materials have different reflection and reverb properties that influence the sound of the room.

wallMaterial(wall)#
Parameters:

wallWall

Return type:

Material

returns the material being used for wall.

wallsChanged()#

Signals when the wall material changes.