class in Clatter.Core
A convenient entry point for external (non-C#) applications for generating single-event Clatter audio.
This class necessarily offers a subset of Clatter's full functionality. If you're programming in a C# and/or Unity context, don't use this class! Use the rest of the Clatter API instead.
public static byte[] GetAudio(byte primaryImpactMaterial, double primaryAmp, double primaryResonance, double primaryMass, byte secondaryImpactMaterial, double secondaryAmp, double secondaryResonance, double secondaryMass, double speed, byte audioEventType, byte scrapeMaterial, double duration, bool hasSeed, int seed, double simulationAmp, double scrapeMaxSpeed, bool preventDistortion, bool clampContactTime, int framerate)
Generate audio. Returns a byte array of int16 data.
Name | Type | Description |
---|---|---|
primaryImpactMaterial | byte | The primary object's impact material as a byte. Use the numerical values found in the ImpactMaterial document. |
primaryAmp | double | The primary object's amp (0 to 1). This affects the overall loudness of audio generated by this object. |
primaryResonance | double | The primary object's resonance. This affects the decay times of audio generated by this object. The value is clamped to be at least 0 and usually should be below 1. |
primaryMass | double | The primary object's mass in kilograms. |
secondaryImpactMaterial | byte | The secondary object's impact material as a byte. Use the numerical values found in the ImpactMaterial document. |
secondaryAmp | double | The secondary object's amp (0 to 1). This affects the overall loudness of audio generated by this object. |
secondaryResonance | double | The secondary object's resonance. This affects the decay times of audio generated by this object. The value is clamped to be at least 0 and usually should be below 1. |
secondaryMass | double | The secondary object's mass in kilograms. |
speed | double | The speed of the collision in meters per second. |
audioEventType | byte | The audio event type. Use the numerical values found in the AudioEventType document. |
scrapeMaterial | byte | The scrape material. This is used only if the audio event is a scrape. Use the numerical values found in the ScrapeMaterial document. |
duration | double | The duration of the event is seconds. This is used only if the audio event is a scrape. |
hasSeed | bool | If true, use the random seed below. If false, the random seed is random. |
seed | int | The random seed. This is used only if hasSeed == true. |
simulationAmp | double | The overall amplitude of the simulation. The amplitude of generated audio is scaled by this factor. Must be between 0 and 0.99. In most cases, set this to 0.9. |
scrapeMaxSpeed | double | For the purposes of scrape audio generation, the collision speed is clamped to this maximum value in meters per second. In most cases, set this to 5. |
preventDistortion | bool | If true, clamp an impact's audio amplitude values to less than or equal to 0.99, preventing distortion. In most cases, set this to true. |
clampContactTime | bool | If true, clamp an impact's contact time to a plausible value. Set this to false if you want to generate impacts with unusually long contact times. In most cases, set this to true. |
framerate | int | The audio samples framerate. In most cases, set this to 44100 |