QAudioRoom#

Inheritance diagram of PySide6.QtSpatialAudio.QAudioRoom

Synopsis#

Functions#

Signals#

Detailed Description#

Defines a room for the spatial audio engine.

If the listener is inside a room, first order sound reflections and reverb matching the rooms properties will get applied to the sound field.

A room is always square and defined by its center position, its orientation and dimensions. Each of the 6 walls of the room can be made of different materials that will contribute to the computed reflections and reverb that the listener will experience while being inside the room.

If multiple rooms cover the same position, the engine will use the room with the smallest volume.

class PySide6.QtSpatialAudio.QAudioRoom(engine)#
Parameters

enginePySide6.QtSpatialAudio.QAudioEngine

Constructs a QAudioRoom for engine.

PySide6.QtSpatialAudio.QAudioRoom.Material#

Defines different materials that can be applied to the different walls of the room.

Constant

Description

QAudioRoom.Transparent

The side of the room is open and won’t contribute to reflections or reverb.

QAudioRoom.AcousticCeilingTiles

Acoustic tiles that suppress most reflections and reverb.

QAudioRoom.BrickBare

Bare brick wall.

QAudioRoom.BrickPainted

Painted brick wall.

QAudioRoom.ConcreteBlockCoarse

Raw concrete wall

QAudioRoom.ConcreteBlockPainted

Painted concrete wall

QAudioRoom.CurtainHeavy

Heavy curtain. Will mostly reflect low frequencies

QAudioRoom.FiberGlassInsulation

Fiber glass insulation. Only reflects very low frequencies

QAudioRoom.GlassThin

Thin glass wall

QAudioRoom.GlassThick

Thick glass wall

QAudioRoom.Grass

Grass

QAudioRoom.LinoleumOnConcrete

Linoleum floor

QAudioRoom.Marble

Marble floor

QAudioRoom.Metal

Metal

QAudioRoom.ParquetOnConcrete

Parquet wooden floor on concrete

QAudioRoom.PlasterRough

Rough plaster

QAudioRoom.PlasterSmooth

Smooth plaster

QAudioRoom.PlywoodPanel

Plywodden panel

QAudioRoom.PolishedConcreteOrTile

Polished concrete or tiles

QAudioRoom.Sheetrock

Rock

QAudioRoom.WaterOrIceSurface

Water or ice

QAudioRoom.WoodCeiling

Wooden ceiling

QAudioRoom.WoodPanel

Wooden panel

QAudioRoom.UniformMaterial

Artificial material giving uniform reflections on all frequencies

PySide6.QtSpatialAudio.QAudioRoom.Wall#

An enum defining the 6 walls of the room

Constant

Description

QAudioRoom.LeftWall

Left wall (negative x)

QAudioRoom.RightWall

Right wall (positive x)

QAudioRoom.Floor

Bottom wall (negative y)

QAudioRoom.Ceiling

Top wall (positive y)

QAudioRoom.FrontWall

Front wall (negative z)

QAudioRoom.BackWall

Back wall (positive z)

PySide6.QtSpatialAudio.QAudioRoom.dimensions()#
Return type

PySide6.QtGui.QVector3D

Defines the dimensions of the room in 3D space. Units are in centimeters by default.

PySide6.QtSpatialAudio.QAudioRoom.dimensionsChanged()#
PySide6.QtSpatialAudio.QAudioRoom.position()#
Return type

PySide6.QtGui.QVector3D

Defines the position of the center of the room in 3D space. Units are in centimeters by default.

PySide6.QtSpatialAudio.QAudioRoom.positionChanged()#
PySide6.QtSpatialAudio.QAudioRoom.reflectionGain()#
Return type

float

A gain factor for reflections generated in this room. A value from 0 to 1 will dampen reflections, while a value larger than 1 will apply a gain to reflections, making them louder.

The default is 1, a factor of 0 disables reflections. Negative values are mapped to 0.

PySide6.QtSpatialAudio.QAudioRoom.reflectionGainChanged()#
PySide6.QtSpatialAudio.QAudioRoom.reverbBrightness()#
Return type

float

A brightness factor to be applied to the generated reverb. A positive value will increase reverb for higher frequencies and dampen lower frequencies, a negative value does the reverse.

The default is 0.

PySide6.QtSpatialAudio.QAudioRoom.reverbBrightnessChanged()#
PySide6.QtSpatialAudio.QAudioRoom.reverbGain()#
Return type

float

A gain factor for reverb generated in this room. A value from 0 to 1 will dampen reverb, while a value larger than 1 will apply a gain to the reverb, making it louder.

The default is 1, a factor of 0 disables reverb. Negative values are mapped to 0.

PySide6.QtSpatialAudio.QAudioRoom.reverbGainChanged()#
PySide6.QtSpatialAudio.QAudioRoom.reverbTime()#
Return type

float

A factor to be applies to all reverb timings generated for this room. Larger values will lead to longer reverb timings, making the room sound larger.

The default is 1. Negative values are mapped to 0.

PySide6.QtSpatialAudio.QAudioRoom.reverbTimeChanged()#
PySide6.QtSpatialAudio.QAudioRoom.rotation()#
Return type

PySide6.QtGui.QQuaternion

Defines the orientation of the room in 3D space.

PySide6.QtSpatialAudio.QAudioRoom.rotationChanged()#
PySide6.QtSpatialAudio.QAudioRoom.setDimensions(dim)#
Parameters

dimPySide6.QtGui.QVector3D

Defines the dimensions of the room in 3D space. Units are in centimeters by default.

PySide6.QtSpatialAudio.QAudioRoom.setPosition(pos)#
Parameters

posPySide6.QtGui.QVector3D

Defines the position of the center of the room in 3D space. Units are in centimeters by default.

PySide6.QtSpatialAudio.QAudioRoom.setReflectionGain(factor)#
Parameters

factor – float

A gain factor for reflections generated in this room. A value from 0 to 1 will dampen reflections, while a value larger than 1 will apply a gain to reflections, making them louder.

The default is 1, a factor of 0 disables reflections. Negative values are mapped to 0.

PySide6.QtSpatialAudio.QAudioRoom.setReverbBrightness(factor)#
Parameters

factor – float

A brightness factor to be applied to the generated reverb. A positive value will increase reverb for higher frequencies and dampen lower frequencies, a negative value does the reverse.

The default is 0.

PySide6.QtSpatialAudio.QAudioRoom.setReverbGain(factor)#
Parameters

factor – float

A gain factor for reverb generated in this room. A value from 0 to 1 will dampen reverb, while a value larger than 1 will apply a gain to the reverb, making it louder.

The default is 1, a factor of 0 disables reverb. Negative values are mapped to 0.

PySide6.QtSpatialAudio.QAudioRoom.setReverbTime(factor)#
Parameters

factor – float

A factor to be applies to all reverb timings generated for this room. Larger values will lead to longer reverb timings, making the room sound larger.

The default is 1. Negative values are mapped to 0.

PySide6.QtSpatialAudio.QAudioRoom.setRotation(q)#
Parameters

qPySide6.QtGui.QQuaternion

Defines the orientation of the room in 3D space.

PySide6.QtSpatialAudio.QAudioRoom.setWallMaterial(wall, material)#
Parameters

Sets wall to material.

Different wall materials have different reflection and reverb properties that influence the sound of the room.

See also

wallMaterial() Material Wall

PySide6.QtSpatialAudio.QAudioRoom.wallMaterial(wall)#
Parameters

wallWall

Return type

Material

returns the material being used for wall.

See also

setWallMaterial() Material Wall

PySide6.QtSpatialAudio.QAudioRoom.wallsChanged()#