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== Related Components == | == Related Components == | ||
</translate> | </translate> | ||
[[Category:Components{{#translation:}}|Audio Reverb Zone]] | |||
[[Category:ComponentStubs]] | [[Category:ComponentStubs]] | ||
[[Category:Components:Audio{{#translation:}}|Audio Reverb Zone]] | [[Category:Components:Audio{{#translation:}}|Audio Reverb Zone]] |
Latest revision as of 21:18, 6 November 2024
Component image
Audio reverb zones are used to make audio have an echo effect or a tin can sounding effect. Currently, audio reverb zones only work on un-spacialized audio, like global voice mode.
Fields
Name | Type | Description |
---|---|---|
persistent
|
Bool | Determines whether or not this item will be saved to the server. |
UpdateOrder
|
Int | Controls the order in which this component is updated. |
Enabled
|
Bool | Controls whether or not this component is enabled. |
MinDistance
|
Float | the minimum distance that this will affect audio sources from its slot position in global space. Below this distance audio sources will be 100% affected by this reverb zone. |
MaxDistance
|
Float | The maximum distance that this will affect audio sources from its slot position in global space. From minimum distance to this distance it falls off in power until it hits 0 at this distance. |
Room
|
Int | The size of the room |
RoomHF
|
Int | |
RoomLF
|
Int | |
DecayTime
|
Float | how long it takes for sound to fully die out in the room |
DecayHFRatio
|
Float | |
Reflections
|
Int | max reflections that can happen in the room. |
ReflectionsDelay
|
Float | the delay before reflections also known as echos come back and repeat themselves. |
Reverb
|
Int | how many times the sound can reverb |
ReverbDelay
|
Float | the time it takes for the reverb to return |
HFReference
|
Float | |
LFReference
|
Float | |
Diffusion
|
Float | how much the sound will propagate across the room |
Density
|
Float | how dense the air is in the room. |
Sync Delegates
Method Name | Method type and Arguments. | Description |
---|---|---|
PresetOff()
|
Action | |
PresetGeneric()
|
Action | |
PresetPaddedCell()
|
Action | |
PresetRoom()
|
Action | |
PresetBathroom()
|
Action | |
PresetLivingroom()
|
Action | |
PresetStoneroom()
|
Action | |
PresetAuditorium()
|
Action | |
PresetConcerthall()
|
Action | |
PresetCave()
|
Action | |
PresetArena()
|
Action | |
PresetHangar()
|
Action | |
PresetCarpetedHallway()
|
Action | |
PresetHallway()
|
Action | |
PresetStoneCorridor()
|
Action | |
PresetAlley()
|
Action | |
PresetForest()
|
Action | |
PresetCity()
|
Action | |
PresetMountains()
|
Action | |
PresetQuarry()
|
Action | |
PresetPlain()
|
Action | |
PresetParkingLot()
|
Action | |
PresetSewerPipe()
|
Action | |
PresetUnderwater()
|
Action | |
PresetDrugged()
|
Action | |
PresetDizzy()
|
Action | |
PresetPsychotic()
|
Action |
Usage
Examples
Can be used to make global audio echo or sound like it's inside of a tin can.