ProcessedReverbResults
This class contains the results of raytracing that have been processed into a more dev-friendly format. You can use these properties to create your own EAX presets. See Custom EAX Formulas.
public class ProcessedReverbResults
{
// The average absorption of all surfaces that all rays hit.
public float MaterialAbsorption;
// The average high-frequency absorption of all surfaces that all rays hit.
public float MaterialAbsorptionHF;
// The average low-frequency absorption of all surfaces that all rays hit.
public float MaterialAbsorptionLF;
// The average roughness/scattering of all surfaces that all rays hit.
public float MaterialRoughness;
// Inverse of MaterialRoughness.
public float MaterialSmoothness;
// The high-frequency reverberation decay time measured from the echogram. Calculated using RT20, RT30, or RT60 method depending on echogram length and room size. Used to calculate EAX DecayTime and DecayHFRatio.
public float MeasuredDecayTimeHF;
// The low-frequency reverberation decay time measured from the echogram. Calculated using RT20, RT30, or RT60 method depending on echogram length and room size. Used to calculate EAX DecayTime and DecayLFRatio.
public float MeasuredDecayTimeLF;
// The percentage of energy that escaped outside (hit the world edge). Calculated as raw.OutsideTotal / (ReverbRayCount * ReverbBounceCount)
public float OutsidePercent;
// The percentage of energy that returned back to the emitter. Calculated as raw.ReturnedTotal / (ReverbRayCount * ReverbBounceCount)
public float ReturnedPercent;
}