Property AudioFadeModel
AudioFadeModel
The model that determines how loud a voice is at different distances.
Declaration
public AudioFadeModel AudioFadeModel { get; }
Property Value
Type | Description |
---|---|
Audio |
Remarks
Voice heard within the conversationalDistance is at the original speaking volume, and voice from speakers past the audibleDistance is no longer transmitted. The loudness of the audio at every other distance within this range is controlled by one of three possible audio fade models. The default value is InverseByDistance, which is the most realistic.
- InverseByDistance - Fades voice quickly at first, but slows down as you get further from the conversational distance. - The attenuation increases in inverse proportion to the distance. - This option models real life acoustics and sounds the most natural.
- LinearByDistance - Fades voice slowly at first, but speeds up as you get further from the conversational distance. - The attenuation increases in linear proportion to the distance. - The audioFadeIntensityByDistance factor is the negative slope of the attenuation curve. - This option can be thought of as a compromise between realistic acoustics and a radio channel with no distance attenuation.
- ExponentialByDistance - Fades voice extremely quickly beyond the conversational distance + 1. - The attenuation increases in inverse proportion to the distance raised to the power of the audioFadeIntensityByDistance factor. - This shares a curve shape similar to realistic attenuation, but allows for much steeper rolloff. - Use this option to apply a "cocktail party effect" to the audio space; by tuning the audioFadeIntensityByDistance, this model allows nearby participants to be understandable while mixing farther participants’ conversation into non-intrusive chatter.