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gamedev:textureproperties:sound_transmission [2019/05/09 08:38] – removed dragonlord | gamedev:textureproperties:sound_transmission [2019/05/24 23:43] (current) – ↷ Links adapted because of a move operation dragonlord | ||
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+ | {{tag> | ||
+ | <WRAP youarehere> | ||
+ | [[: | ||
+ | </ | ||
+ | ====== Skin Texture Property: sound.transmission ====== | ||
+ | |||
+ | Defines the required thickness in meters of material before sound drops to inaudible levels. | ||
+ | |||
+ | |Excepted Data Source|1 component value| | ||
+ | |Data Range|0 to 1| | ||
+ | |Default Value|0.4| | ||
+ | |Affected Modules|Audio| | ||
+ | |Linked Properties|[[gamedev: | ||
+ | |||
+ | ====== Description ====== | ||
+ | |||
+ | The **sound.transmission** texture property defines the required thickness in meters of material before sound drops to inaudible levels. This property is used by the audio module to determine the transmission loss for sound passing through material after applying absorption. The reflected sound energy is the remaining amount of sound energy after absorption and transmission. Hence if you want a fully reflective wall set transmission to 0. | ||
+ | |||
+ | The thickness of a material is defined as the distance between the model face where the sound enters the surface and the first model face it exits. Faces are classified using the orientation of their face normal compared to the sound travel direction: | ||
+ | * Entering faces: face normal points in the opposite direction | ||
+ | * Exiting faces: face normal points in the same direction | ||
+ | |||
+ | Another way to look at it would be saying " | ||
+ | |||
+ | The " | ||
+ | |||
+ | If no " | ||
+ | |||
+ | The property value is of single value type and has to be 0 or larger. With a value of 0 sound passing through the material is always inaudible. For larger values the sound volume drops linear with distance travelled in the material. | ||
+ | |||
+ | The " | ||
+ | |||
+ | The default value is 0.4 which equals a 40cm thick brickwork wall plastered on both sides. | ||
+ | |||
+ | Typical values: | ||
+ | * Brickwork plastered both sides: 0.4 | ||
+ | * Brickwork plastered one side: 0.92 | ||
+ | * Wood studs (38/89mm) 20mm Gypsum both sides: 0.78 | ||
+ | * 6mm double glass with air-gap: 0.7 | ||
+ | * 75mm timber studs plastered both sides: 1.2 | ||
+ | |||
+ | Reasonable range values can be calculated from engineering charts for sound transmission using this approximation: | ||
+ | Units are: range(m), thickness(m), | ||
+ | |||
+ | Note: Double Sided Geometry | ||
+ | To simulate a material like air-gap double window glass done using double sided model textures use " | ||
+ | |||
+ | Note: No Transmission Loss | ||
+ | To simulate a material with no transmission loss use [[gamedev: | ||
+ | |||
+ | The source is typically a single positive value or 0. | ||
+ | |||
+ | The default value for this texture property is 0.4. |