AudioReverb

非推奨を表示

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.

概要

プロパティ

  • 並列読み取り

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

  • 並列読み取り

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

  • 並列読み取り

    Controls how long it takes for the reverb to dissipate.

  • 並列読み取り

    Controls how many reflections are generated.

  • 並列読み取り

    Controls how smooth and reflective the simulated surfaces are.

  • 並列読み取り

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

  • 並列読み取り

    Controls the amount of time before reverberation begins .

  • 並列読み取り

    Frequency above which sound is filtered out of the reverb.

  • 並列読み取り

    Time, following early delays, before diffuse reverberations begin.

  • 並列読み取り

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

  • 並列読み取り

    Controls the presence of low frequency content in the reverb.

  • 並列読み取り

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

  • 並列読み取り

    Gain level determining how loud the reverberated stream will be.

プロパティ

Bypass

並列読み取り

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

DecayRatio

並列読み取り

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

並列読み取り

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

Density

並列読み取り

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

Diffusion

並列読み取り

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

DryLevel

並列読み取り

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

EarlyDelayTime

並列読み取り

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

HighCutFrequency

並列読み取り

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

並列読み取り

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

LowShelfFrequency

並列読み取り

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

LowShelfGain

並列読み取り

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

ReferenceFrequency

並列読み取り

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

並列読み取り

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

方法

GetConnectedWires

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

パラメータ

pin: string

戻り値

イベント