Read more about creating and customising emitters here: [[raytraced-audio/v110/Emitters|Emitters]].
Full XML docs for each property are included in the DLL.
```cs
public class Emitter
{
public Emitter(Action<string> logCallback = null);
// User-defined identifiers
public string Name;
public int Type;
// True if not raytraced yet
public bool Initialising;
// Targets
public void AddTarget(Emitter target);
public void RemoveTarget(Emitter target);
// Access raytracing results
public AudioFilter GetTargetFilter(Emitter target);
public float GetTargetReverbWetness(Emitter target);
// Check raytracing status
public bool HasTarget(Emitter target);
public bool HasRaytracedTarget(Emitter target);
// Validate settings
public virtual void Validate();
// Customisable settings
public Action OnRaytracingComplete;
public Action<Emitter> OnRaytracedByAnotherEmitter;
public Action<Emitter, VisualisationData[]> VisualisationUpdateCallback;
public IPositionF Position;
public int ReverbRayCount;
public int ReverbBounceCount;
public int OcclusionRayCount;
public int OcclusionBounceCount;
public int PermeationRayCount;
public int PermeationBounceCount;
public int AmbientPermeationRayCount;
public int AmbientPermeationBounceCount;
public int RefreshRayCount;
public Func<int, int, int, float, float, float> GainFormula;
public Func<int, int, float, float> AmbientGainFormula;
public int VisualisationRayCount;
public int VisualisationBounceCount;
public int VisualisationUpdateFrequency;
public float MinimumPermeationEnergy;
public int ReservedEmitterTargets;
public bool ClampPosition;
public bool AffectsGroupedEAX;
public int GroupedEAXIndex;
public float Pitch;
public float Yaw;
// Reverb
public readonly RawReverbResults RawReverb;
public readonly ProcessedReverbResults ProcessedReverb;
public readonly EAXReverbResults EAX;
/// Ambient energy
public readonly float AmbientPermeationGainLF;
public readonly float AmbientPermeationGainHF;
// Misc
public readonly bool WithinWorldBounds;
public readonly int TrailCount;
public readonly int TrailBounceCount;
public readonly bool ReverbEnabled;
public readonly bool OcclusionEnabled;
public readonly bool PermeationEnabled;
public readonly bool AmbientPermeationEnabled;
public readonly bool VisualisationEnabled;
// Only available in debug builds, and only affect rendering
public Color trailColor;
public Color reverbColor;
public Color occlusionColor;
public Color permeationColor;
public Color ambientPermeationColor;
}
```