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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 |
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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. |
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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:
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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:
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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:
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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 |
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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.
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Rotation Mode | Sets the rotational rules of this object now that it is assigned to a target.
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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. |