struct AudioEnvironment
A perceptual description of the acoustic space sounds play in - an environment rather than a literal room, so it covers halls through forests. Spatial sounds feed a shared reverb whose level stays constant with distance, so the direct-to-reverb balance naturally carries how far away a sound is. A wet of 0 disables the system entirely at zero cost, and a zeroed struct is the off state. Language bindings provide preset values for common spaces as starting points.
Instance Fields and Properties
| float damp | 0-1, extra high frequency decay. Soft or leafy spaces are high, tiled rooms are low. |
| float decay | Decay time in seconds - how long the tail takes to fall 60dB at mid frequencies. Rooms are ~0.4s, cathedrals a few seconds. Clamped to 0.05-10. |
| float reflect | 0-1, level of the distinct early reflections off the space’s surfaces - the first bounces that glue a sound to the room. The ground bounce keeps a minimum presence; walls and ceiling scale fully with this, so outdoor spaces sit near 0. |
| float scatter | 0-1, how quickly discrete echoes blur into a dense wash. Scattered spaces like forests are high, bare rooms lower. |
| float size | Size of the space in meters, clamped to 2-40. Drives the spacing of the echoes that build the tail. Changing this restarts the tail, where the other fields all glide smoothly. |
| float wet | Reverb level, 0-1. 0 turns environmental acoustics off completely, and is the default. |
Static Fields and Properties
| AudioEnvironment Cave | A cavern: a very long, dense tail with hard surfaces. |
| AudioEnvironment Field | An open field: nearly dry, the faintest hint of ground scatter. Openness itself is the cue. |
| AudioEnvironment Forest | A forest: no walls, just a short dark scatter off trunks and foliage - quiet, but unmistakably outdoors-with-presence. |
| AudioEnvironment Hall | A large hall: a long, bright, spacious tail. |
| AudioEnvironment Off | No environmental acoustics at all, sounds play dry. This is the default, and costs nothing - the right choice for AR, where synthetic reverb would fight the real room’s acoustics. |
| AudioEnvironment Room | A small furnished room: a short, balanced tail. |
Examples
Acoustic environments
Spatial sounds can play inside an acoustic environment - a shared reverb and early reflections that carry a sense of space and absolute distance! The default is entirely off, which costs nothing, and is the right resting state for AR. Preset constants cover common spaces:
Audio.Environment = AudioEnvironment.Forest;
// Or start from a preset and adjust it to taste:
AudioEnvironment env = AudioEnvironment.Room;
env.decay = 0.6f;
env.reflect = 0.7f;
Audio.Environment = env;
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