Engine

ReverbSoundEffect

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The ReverbSoundEffect simulates the effect of sounds bouncing off of several surfaces (such as walls in a room), which causes several overlapping echoes that arrive at the listener at slightly offset times.

Like all other SoundEffects, a ReverbSoundEffect can be applied either to a Sound or SoundGroup by being parented to either.

Summary

Properties

  • read parallel

    Sets how long it takes for the reverberating echoes to fade out completely.

  • read parallel

    Controls how many reflections are generated.

  • read parallel

    Controls how smooth and reflective the simulated surfaces are.

  • read parallel

    The output volume of the original sound.

  • read parallel

    The output volume of the echoed effect.

Properties inherited from SoundEffect
  • read parallel

    Toggles the effect on and off.

  • read parallel

    Determines the order the effect will be applied in relation to other effects.

Properties

DecayTime

read parallel

Range: 0.1 to 20 (default 1.5) Sets how long it takes for the reverberating echoes to fade out completely. Larger decay times simulate larger (empty) spaces

Density

read parallel

Range: 0 to 1 (default 1) Controls how many reflections are generated.

Diffusion

read parallel

Range: 0 to 1 (default 1) Controls how smooth and reflective the simulated surfaces are. The lower this value, the more discrete the echoes are. At higher levels the echos will blend more.

DryLevel

read parallel

Range: -80 to 10 (default -6) The output volume of the original sound.

WetLevel

read parallel

Range: -80 to 10 (default 0) The output volume of the echoed effect.

Methods

Events