Different types of effects that can be applied with
|absorption||Models absorption as sound travels through the air, water, etc.|
|falloff||Decreases audio volume with distance (1 / max(distance, 1)).|
|occlusion||Causes audio to drop off when the Source is occluded by geometry.|
|reverb||Models reverb caused by audio bouncing off of geometry.|
|spatialization||Spatializes the Source using either simple panning or an HRTF.|
|transmission||Causes audio to be heard through walls when occluded, based on audio materials.|
The active spatializer will determine which effects are supported. If an unsupported effect is enabled on a Source, no error will be reported. Instead, it will be silently ignored.
TODO: expose a table of supported effects for spatializers in docs or from Lua.