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; } ```