|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.
}}
}}
Line 33:
Line 33:
<!--T:4-->
<!--T:4-->
== Examples ==
== Examples ==
Can be used to make global audio echo or sound like it's inside of a tin can.
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.
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.
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.