AudioReverb

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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

  • Read Parallel

    Whether audio streams are passed-through unaffected by this effect.

  • Read Parallel

    Controls how quickly high frequency sound decays compared to the overall reverb.

  • Read Parallel

    Controls how long it takes for the reverb to dissipate.

  • Read Parallel

    Controls how many reflections are generated.

  • Read Parallel

    Controls how smooth and reflective the simulated surfaces are.

  • Read Parallel

    Gain level determining how loud the original, unaltered audio stream will be.

  • Read Parallel

    Controls the amount of time before reverberation begins .

  • Frequency above which sound is filtered out of the reverb.

  • Read Parallel

    Time, following early delays, before diffuse reverberations begin.

  • Frequency below which audio can be boosted or reduced in the reverb.

  • Read Parallel

    Controls the presence of low frequency content in the reverb.

  • Frequency that separates low frequency decay speeds from high frequency decay speeds.

  • Read Parallel

    Gain level determining how loud the reverberated stream will be.

Methods

Properties

Bypass

Read Parallel

If true, audio streams are passed-through unaffected by this effect.

DecayRatio

Read Parallel

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

Read Parallel

Time, in seconds, that it will take for the reverb to fully decay. Ranges from 0.1 to 20.

Density

Read Parallel

A number controlling how many reflections are generated. Ranges from 0 to 1.

Diffusion

Read Parallel

A number controlling how smooth and reflective the reverb's simulated surfaces are. Ranges from 0 to 1.

DryLevel

Read Parallel

Gain level, in decibels, determining how loud the original, unaltered audio stream will be. Ranges from -80 to 20.

EarlyDelayTime

Read Parallel

Time, in seconds, before any reverberation begins. Ranges from 0 to 0.3.

HighCutFrequency

Read Parallel

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

Read Parallel

Time in seconds, following early delays, before diffuse reverberations begin. Ranges from 0 to 0.1.

LowShelfFrequency

Read Parallel

Frequency, in hertz, below which audio can be boosted or reduced in the reverb via LowShelfGain. Ranges from 20 to 20,000.

LowShelfGain

Read Parallel

Gain level, in decibels, that controls the presence of low frequency content in the reverb. Ranges from -36 to 12.

ReferenceFrequency

Read Parallel

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

Read Parallel

Gain level, in decibels, determining how loud the reverberated stream will be. Ranges from -80 to 20.

Methods

GetConnectedWires

Instances

Returns an array of Wires that are connected to the specified pin. AudioReverb has one "Input" pin and one "Output" pin.

Parameters

pin: string

Returns

Instances

Events