Steam Audio Material

A collection of properties that define how an object reflects, absorbs, and transmits sound. You can create a separate Material asset for each surface type in your project, then reference it (using the Material property of the Steam Audio Geometry components in your scenes and prefabs) from all objects that have the corresponding material type.

Steam Audio provides a small library of built-in materials to get you started.

If the Material property of a Steam Audio Geometry component is set to None, it will use the project-wide default material, which is specified in the Settings asset.

If you have a Steam Audio Geometry component with Export All Children checked, all of its descendants are considered to have the material assigned to the Steam Audio Geometry.

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Low Freq Absorption

How much sound the material absorbs at low frequencies (up to 800 Hz). 0 = absorbs none of the low frequency sound, 1 = absorbs all of it.

Mid Freq Absorption

How much sound the material absorbs at middle frequencies (800 Hz - 8 kHz). 0 = absorbs none of the middle frequency sound, 1 = absorbs all of it.

High Freq Absorption

How much sound the material absorbs at high frequencies (8 kHz and above). 0 = absorbs none of the high frequency sound, 1 = absorbs all of it.

Scattering

How “rough” the surface is when reflecting sound. 0 = sound is reflected in a perfectly mirror-like manner (“pure specular”), 1 = sound is reflected randomly in all directions (“pure diffuse”).

Low Freq Transmission

How much sound the material transmits at low frequencies (up to 800 Hz). 0 = no low frequency sound passes through, 1 = all of it passes through.

Mid Freq Transmission

How much sound the material transmits at middle frequencies (800 Hz - 8 kHz). 0 = no middle frequency sound passes through, 1 = all of it passes through.

High Freq Transmission

How much sound the material transmits at high frequencies (8 kHz and above). 0 = no high frequency sound passes through, 1 = all of it passes through.