unreal.NonSpatializedRadiusSpeakerMapMode

class unreal.NonSpatializedRadiusSpeakerMapMode

Bases: EnumBase

Defines how to speaker map the sound when using the non-spatialized radius feature

C++ Source:

  • Module: Engine

  • File: SoundAttenuation.h

DIRECT2D: NonSpatializedRadiusSpeakerMapMode

Will blend the 3D source to the same representation speaker map used when playing the asset 2D

Type:

1

OMNI_DIRECTIONAL: NonSpatializedRadiusSpeakerMapMode

Will blend the 3D sound to an omni-directional sound (equal output mapping in all directions)

Type:

0

SURROUND2D: NonSpatializedRadiusSpeakerMapMode

Will blend the 3D source to a multichannel 2D version (i.e. upmix stereo to quad) if rendering in surround

Type:

2