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== Fields == | == Fields == | ||
{{Table ComponentFields | {{Table ComponentFields | ||
|MinDistance|Float| | |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| | |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| | |Room|Int| The size of the room | ||
|RoomHF|Int| | |RoomHF|Int| | ||
|RoomLF|Int| | |RoomLF|Int| | ||
|DecayTime|Float| | |DecayTime|Float| how long it takes for sound to fully die out in the room | ||
|DecayHFRatio|Float| | |DecayHFRatio|Float| | ||
|Reflections|Int| | |Reflections|Int| max reflections that can happen in the room. | ||
|ReflectionsDelay|Float| | |ReflectionsDelay|Float| the delay before reflections also known as echos come back and repeat themselves. | ||
|Reverb|Int| | |Reverb|Int| how many times the sound can reverb | ||
|ReverbDelay|Float| | |ReverbDelay|Float| the time it takes for the reverb to return | ||
|HFReference|Float| | |HFReference|Float| | ||
|LFReference|Float| | |LFReference|Float| | ||
|Diffusion|Float| | |Diffusion|Float| how much the sound will propagate across the room | ||
|Density|Float| | |Density|Float| how dense the air is in the room. | ||
}} | }} | ||
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== Examples == | == Examples == | ||
Can be used to make global audio echo or sound like it's inside of a tin can. | |||
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Revision as of 16:20, 24 October 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. |
Usage
Examples
Can be used to make global audio echo or sound like it's inside of a tin can.