AudioReverb
AudioReverb reverberates audio streams, modeling the natural echoes of a room or enclosed space. It provides one Input pin and one Output pin which can be connected to/from by Wires.
Summary
Properties
Whether audio streams are passed-through unaffected by this effect.
Controls how quickly high frequency sound decays compared to the overall reverb.
Controls how long it takes for the reverb to dissipate.
Controls how many reflections are generated.
Controls how smooth and reflective the simulated surfaces are.
Gain level determining how loud the original, unaltered audio stream will be.
Controls the amount of time before reverberation begins .
Frequency above which sound is filtered out of the reverb.
Time, following early delays, before diffuse reverberations begin.
Frequency below which audio can be boosted or reduced in the reverb.
Controls the presence of low frequency content in the reverb.
Frequency that separates low frequency decay speeds from high frequency decay speeds.
Gain level determining how loud the reverberated stream will be.
Methods
Returns an array of Wires that are connected to the specified pin.
Events
Fires when another instance is connected to or disconnected from the AudioReverb via a Wire.
Properties
DecayRatio
A ratio of high frequency decay time to total decay time, where high frequencies are determined to be anything above ReferenceFrequency, in hertz. Ranges from 0.1 to 1.
DecayTime
Time, in seconds, that it will take for the reverb to fully decay. Ranges from 0.1 to 20.
Diffusion
A number controlling how smooth and reflective the reverb's simulated surfaces are. Ranges from 0 to 1.
DryLevel
Gain level, in decibels, determining how loud the original, unaltered audio stream will be. Ranges from -80 to 20.
HighCutFrequency
Frequency, in hertz, which acts as a cutoff for a low-pass filter. Any audio that has a higher frequency than this is excluded from the reverb. Ranges from 20 to 20,000.
LateDelayTime
Time in seconds, following early delays, before diffuse reverberations begin. Ranges from 0 to 0.1.
LowShelfFrequency
Frequency, in hertz, below which audio can be boosted or reduced in the reverb via LowShelfGain. Ranges from 20 to 20,000.
LowShelfGain
Gain level, in decibels, that controls the presence of low frequency content in the reverb. Ranges from -36 to 12.
ReferenceFrequency
Frequency, in hertz, that separates low frequency decay speeds from high frequency decay speeds. This is used by DecayRatio to determine whether low or high frequencies decay faster. Ranges from 20 to 20,000.
WetLevel
Gain level, in decibels, determining how loud the reverberated stream will be. Ranges from -80 to 20.
Methods
GetConnectedWires
Returns an array of Wires that are connected to the specified pin. AudioReverb has one "Input" pin and one "Output" pin.
Parameters
Returns
Events
WiringChanged
Event that fires after a Wire becomes connected or disconnected, and that Wire is now or was previously connected to a pin on the AudioReverb and to some other wirable instance.
Parameters
Whether the instance got connected or disconnected.
The pin on the AudioReverb that the Wire targets.
The Wire between the AudioReverb and the other instance.