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AudioRtpcObject

16.18

Class Documentation

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A tracked audio parameter. Once it is loaded, the client reads the global value of one game parameter (RTPC) of the audio engine on every audio update, and turns it into an output number that an AudioFloatDriver returns.

The value passes through these steps:

  1. Range. The value is mapped from InputMinDb..InputMaxDb to 0..1 and clamped. With the defaults, -48 to 0, a parameter that carries a level in decibels becomes a 0 to 1 loudness.
  2. Adaptation. When AdaptationTime is above 0, the client tracks the range the value has actually moved in and stretches that range to 0..1, so that quiet material still uses the full range.
  3. Smoothing. The value follows its target over AttackSeconds when it rises and over ReleaseSeconds when it falls.
  4. Curve. ResponseCurve, when set, reshapes the value.
  5. Scale. The value is multiplied by 0x50e3899.

When InputMinDb is not below InputMaxDb, all five steps are skipped and the output is the raw value of the parameter.

Properties

0x50e3899

F32 = 1
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A factor on the final value. It sets the top of the output range.

0x65f22822

F32 = 0
16.19
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AdaptationTime

F32 = 0
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Turns on the adaptation step when above 0.

AdaptationZoom

F32 = 4
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The limit of the adaptation step: the tracked range is never narrower than the full range divided by this number, so the value is stretched by at most this factor.

AttackSeconds

F32 = 0
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The smoothing time, in seconds, while the value rises. 0 follows a rise at once.

ObjectName

Hash = "0x0"
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ReleaseSeconds

F32 = 0
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The smoothing time, in seconds, while the value falls. 0 follows a fall at once.

ResponseCurve

Pointer<CurveFloat> = null
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An optional curve applied to the 0..1 value. Its result is clamped to 0..1.

objectPath

Hash = "0x0"
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rtpcName

String = ""
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The name of the game parameter in the audio engine.