Sample Sidebar Module

This is a sample module published to the sidebar_top position, using the -sidebar module class suffix. There is also a sidebar_bottom position below the menu.
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Sample Sidebar Module

This is a sample module published to the sidebar_bottom position, using the -sidebar module class suffix. There is also a sidebar_top position below the search.
Audio Properties

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Object
Object Name Name of the Selected Audio File
Object ID ID of the Object. This cannot be changed and is automatically generated by Bright Engine. When accessing this object via scripts, the ID is used to identify which object you are interacting the script with.
Group ID ID of the group the Object is assigned to.
Properties Property set assigned to the object.
Hide Button By enabling this feature, the selected Object will be hidden in the viewport.
Lock Button By enabling this feature, the selected Object can no longer be translated, rotated or scaled. It is also removed from the selection pass meaning, re-selection of the object at a later stage must be done via the Hierarchy panel. Locked objects have a yellow bounding box. This can be toggled at any time.
Position X,Y,Z co-ordinates of the Object in the Zone


Audio
Volume Sets the volume of the sound when it is played
Panning Sets the panning of the sound when it is played
Audio File Pressing this button opens a file dialog which allows you to change the audio file after the object has been placed in the zone
Start From Set a percentage start point through the audio file
Speed Set the playback speed of the audio file
Loop If this is enabled, when the audio file reaches its end, it will restart and loop continuously
3D Sound If this is enabled, the 3D sound engine will enable. This causes the audio to be played from its position in the Zone and attenuation effects will apply based on the Minimum and Maximum Distance settings. This will also enable the Doppler effect which is automatically calculated based on the velocity of the camera as well as the velocity of the Audio Object if it is moving within the zone.
2D Fade Time (2D Sound Only) Sets the time over which the sound source will fade out once the camera has left the Audio Object Area, specified by the minimum distance. This does not affect 3D sounds.
Min Distance Sets the minimum distance of the Audio Object Area. Once inside this distance, the volume will be at the maximum level set by the Volume setting. Any area engulfed by the minimum distance will always have maximum volume.
Max Distance (3D Sound Only) Sets the maximum distance of the Audio Object Area. The space between the minimum and maximum distance of the Audio Object Area, represents the distance across where the attenuation effect will occur. Once inside the Maximum distance the audio file will begin playing and as the camera approaches the Minimum distance the volume will increase up to a maximum set by the Volume Setting.


Audio Post-Processing
Chrous
Enable Enables the chorus sound effect
Wet/Dry Mix Ratio of wet (processed) signal to dry (unprocessed) signal
Depth Percentage by which the delay time is modulated by the low-frequency oscillator, in hundredths of a percentage point.
Feedback Percentage of output signal to feed back into the effect’s input
Frequency Frequency of the Low-Frequency Oscillation (LFO)
Waveform Sets the waveform for the effect:
  • Sine
  • Triangle
Delay Number of milliseconds the input is delayed before it is played back
Pitch Shift Phase differential between left and right LFOs
Compressor
Enable Enables the compressor sound effect
Gain Output gain of signal after compressor
Attack Time before Compressor reaches its full value
Release Speed at which compressor is stopped after input drops below the Threshold
Threshold Point at which compressor begin in decibels
Ratio Ratio between original signal and compressed signal
Pre-Delay Time after threshold is reached before attack phase is started in milliseconds
Distortion
Enable Enables the distortion sound effect
Gain Amount of signal change after distortion
Edge Percentage of distortion intensity
Equalizer Center Hz Center frequency of harmonic content addition
Equalizer Bandwidth Hz Width of frequency band that determines range of harmonic content addition
Low-Pass Cutoff Filter cutoff for high-frequency harmonics attenuation.
Echo
Enable Enable the echo sound effect
Wet/Dry Mix Ratio of wet (processed) signal to dry (unprocessed) signal
Feedback Percentage of output fed back into input
Left Delay Delay for left channel in milliseconds
Right Delay Delay for right channel in milliseconds
Pan Delay Value that specifies whether to swap left and right delays with each successive echo.
Flanger
Enable Enable the flanger sound effect
Wet/Dry Mix Ratio of wet (processed) signal to dry (unprocessed) signal
Depth Percentage by which the delay time is modulated by the low frequency oscillator, in hundredths of a percentage point
Feedback Percentage of output signal to feed back into the effects input
Frequency Frequency of the Low Frequency Oscillator
Waveform Sets the waveform for the effect:
  • Triangle
  • Square
Delay Number of milliseconds the input is delayed before it is played back
Pitch Shift Phase differential between left and right LFOs
Gargle
Enable Enable the gargle sound effect
Hz Rate Rate of modulation in Hertz
Waveform Sets the waveform for the effect:
  • Sine
  • Triangle
Parametric Equalizer
Enable Enable the parametric equalizer sound effect
Center Center frequency in Hertz
Bandwidth Bandwidth in semitones
Gain Amount of signal change after equalization
Reverb (Wave Reverb)
Enable Enable the wave reverb sound effect
Gain Input gain of signal in decibels
Mix Reverb Mix
Time Reverb Time
High Frequency Time Ratio High Frequency reverb time ratio
Reverb (3D)
Enable Enable the 3D reverb sound effect
Room Attenuation Attenuation of the room effect
High Frequency Room Attenuation Attenuation of the room high-frequency effect
Rolloff Factor Rolloff factor for reflected signals
Decay Time Decay time in seconds
High Frequency Decay Time Ratio of the decay time at high frequencies to the decay time at low frequencies
Reflections Attenuation of early reflection relative to Room Attenuation
Reflection Delay Decay time of the first reflection relative to the direct path in seconds
Late Attenuation Attenuation of the late reverberation relative to Room Attenuation
Delay Time limit between the early reflections and the late reverberation relative to the time of the first reflection
Diffusion Echo density in the late reverberation decay in percent
Density Modal density in the late reverberation decay in percent
High Frequency Reference Reference high frequency


Target Assignment
Target This is the target which the object will be assigned to. If working in a Zone with a large amount of targets, using the drop down list can be slow, instead use the Picker Button.
Picker Button When this is clicked, the user can select the target in the zone they want this object to become attached to by simply clicking on it. If you want to cancel this operation, simply click the picker button again.
Selector Button When this is clicked, the assigned target object will be selected.
Position Mode Sets the positioning rules of this object now that it is assigned to a target.

  • Independent – Object position is not influenced by assigned target.
  • Relative – Object positioning is affected by the assigned target, and a constant offset is maintained between the object and assigned target. The offset value is set by changing the position of the object. This means that if the assigned target is moving, the object will move relative to the target.
  • Absolute – Object positioning is set by the assigned target. This setting overrides all other positioning methods such as a waypoint path.
Rotation Mode Sets the rotational rules of this object now that it is assigned to a target.

  • Independent- Object rotation is not influenced by the assigned target.
  • Look At – Object rotation is influenced by the assigned target so that it will always be rotated to face in the direction of the target at all times.
  • Look Away – Object rotation is influenced by the assigned target so that it will always be rotated to face away from the target at all times.


Waypoint Assignment
Assigned Waypoints List of the assigned waypoints to the object. The order they appear in the list is the order the object will hop between paths.
Add Add a new waypoint assignment for this object. Note: don’t forget to assign a Waypoint and a Path to this waypoint assignment after creating it using the Waypoint and Path setting. If a path is not assigned to this waypoint assignment, the object will not hop onto it once it finishes its current path.
Rename Rename the selected Waypoint Assignment
Remove Remove the selected Waypoint Assignment. If there are no other Waypoint Assignments for this object, the object will detach from its current path and revert back to its world position.
Waypoint This is the waypoint which the object will be assigned to. Note that only waypoints which have at least one path can be selected. If working in a Zone with a large amount of waypoints, using the drop down list can be slow, instead use the Picker Button.
Path This is the selected path of the selected waypoint which the object will follow.
Picker Button When this is clicked, the user can select the waypoint in the zone they want this object to become attached to by simply clicking on it. Note that all waypoints which do not have at least one path are not rendered when using this tool. If you want to cancel this operation, simply click the picker button again.
Selector Button When this is clicked, the assigned waypoint object will be selected.
Initial Progress This sets how far along the path the object will be at the start of its movement. This is a percentage and has a value between 0 and 100.
Inherit Rotation This will cause the object to rotate itself in the same direction as the last waypoint passed within the path.
Interpolate Rotation The will cause the object to use an interpolated rotation value between the last and next waypoint along the path.
Interpolate After This will set the percentage progress of the distance travelled between the last and next waypoint along the path, before the interpolated rotation value is used.
Hop After This will set the percentage progress of the distance travelled until the object hops onto the next path within the Assigned Waypoint List. Note that objects will not hop to the next path, if the next path is not set.
Offset Position This sets an offset in the object’s position compared to the position along the path.
Offset Rotation This sets an offset in the object’s rotation compared to the rotation set by the waypoints.