Component:AudioReverbZone: Difference between revisions

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|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.
|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
|Room|Int| The size of the room
|RoomHF|Int|
|RoomHF|Int| Relative room effect level at high frequencies.
|RoomLF|Int|
|RoomLF|Int| Relative room effect level at low frequencies.
|DecayTime|Float| how long it takes for sound to fully die out in the room
|DecayTime|Float| how long it takes for sound to fully die out in the room
|DecayHFRatio|Float|
|DecayHFRatio|Float| High-frequency to mid-frequency decay time ratio.
|Reflections|Int| max reflections that can happen in the room.
|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.
|ReflectionsDelay|Float| the delay before reflections also known as echos come back and repeat themselves.
|Reverb|Int| how many times the sound can reverb
|Reverb|Int| how many times the sound can reverb
|ReverbDelay|Float| the time it takes for the reverb to return
|ReverbDelay|Float| the time it takes for the reverb to return
|HFReference|Float|
|HFReference|Float| Reference high frequency (hz).
|LFReference|Float|
|LFReference|Float| Reference low frequency (hz).
|Diffusion|Float| how much the sound will propagate across the room
|Diffusion|Float| how much the sound will propagate across the room
|Density|Float| how dense the air is in the room.
|Density|Float| how dense the air is in the room.
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== Sync Delegates ==
== Sync Delegates ==
{{Table ComponentTriggers
{{Table ComponentTriggers
|PresetOff()|[[Type:Action|Action]]|
|PresetOff()|[[Type:Action|Action]]| Sets the values to not have an effect at all
|PresetGeneric()|[[Type:Action|Action]]|
|PresetGeneric()|[[Type:Action|Action]]| Sets the values to a preset that replicates this button's name
|PresetPaddedCell()|[[Type:Action|Action]]|
|PresetPaddedCell()|[[Type:Action|Action]]| Sets the values to a preset that replicates this button's name
|PresetRoom()|[[Type:Action|Action]]|
|PresetRoom()|[[Type:Action|Action]]| Sets the values to a preset that replicates this button's name
|PresetBathroom()|[[Type:Action|Action]]|
|PresetBathroom()|[[Type:Action|Action]]| Sets the values to a preset that replicates this button's name
|PresetLivingroom()|[[Type:Action|Action]]|
|PresetLivingroom()|[[Type:Action|Action]]| Sets the values to a preset that replicates this button's name
|PresetStoneroom()|[[Type:Action|Action]]|
|PresetStoneroom()|[[Type:Action|Action]]| Sets the values to a preset that replicates this button's name
|PresetAuditorium()|[[Type:Action|Action]]|
|PresetAuditorium()|[[Type:Action|Action]]| Sets the values to a preset that replicates this button's name
|PresetConcerthall()|[[Type:Action|Action]]|
|PresetConcerthall()|[[Type:Action|Action]]| Sets the values to a preset that replicates this button's name
|PresetCave()|[[Type:Action|Action]]|
|PresetCave()|[[Type:Action|Action]]| Sets the values to a preset that replicates this button's name
|PresetArena()|[[Type:Action|Action]]|
|PresetArena()|[[Type:Action|Action]]| Sets the values to a preset that replicates this button's name
|PresetHangar()|[[Type:Action|Action]]|
|PresetHangar()|[[Type:Action|Action]]| Sets the values to a preset that replicates this button's name
|PresetCarpetedHallway()|[[Type:Action|Action]]|
|PresetCarpetedHallway()|[[Type:Action|Action]]| Sets the values to a preset that replicates this button's name
|PresetHallway()|[[Type:Action|Action]]|
|PresetHallway()|[[Type:Action|Action]]| Sets the values to a preset that replicates this button's name
|PresetStoneCorridor()|[[Type:Action|Action]]|
|PresetStoneCorridor()|[[Type:Action|Action]]| Sets the values to a preset that replicates this button's name
|PresetAlley()|[[Type:Action|Action]]|
|PresetAlley()|[[Type:Action|Action]]| Sets the values to a preset that replicates this button's name
|PresetForest()|[[Type:Action|Action]]|
|PresetForest()|[[Type:Action|Action]]| Sets the values to a preset that replicates this button's name
|PresetCity()|[[Type:Action|Action]]|
|PresetCity()|[[Type:Action|Action]]| Sets the values to a preset that replicates this button's name
|PresetMountains()|[[Type:Action|Action]]|
|PresetMountains()|[[Type:Action|Action]]| Sets the values to a preset that replicates this button's name
|PresetQuarry()|[[Type:Action|Action]]|
|PresetQuarry()|[[Type:Action|Action]]| Sets the values to a preset that replicates this button's name
|PresetPlain()|[[Type:Action|Action]]|
|PresetPlain()|[[Type:Action|Action]]| Sets the values to a preset that replicates this button's name
|PresetParkingLot()|[[Type:Action|Action]]|
|PresetParkingLot()|[[Type:Action|Action]]| Sets the values to a preset that replicates this button's name
|PresetSewerPipe()|[[Type:Action|Action]]|
|PresetSewerPipe()|[[Type:Action|Action]]| Sets the values to a preset that replicates this button's name
|PresetUnderwater()|[[Type:Action|Action]]|
|PresetUnderwater()|[[Type:Action|Action]]| Sets the values to a preset that replicates this button's name
|PresetDrugged()|[[Type:Action|Action]]|
|PresetDrugged()|[[Type:Action|Action]]| Sets the values to a preset that replicates this button's name
|PresetDizzy()|[[Type:Action|Action]]|
|PresetDizzy()|[[Type:Action|Action]]| Sets the values to a preset that replicates this button's name
|PresetPsychotic()|[[Type:Action|Action]]|
|PresetPsychotic()|[[Type:Action|Action]]| Sets the values to a preset that replicates this button's name
}}
}}


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<!--T:5-->
<!--T:5-->
== Related Components ==
== See Also ==
</translate>
</translate>


[[Category:Components{{#translation:}}|Audio Reverb Zone]]
[[Category:Components{{#translation:}}|Audio Reverb Zone]]
[[Category:ComponentStubs]]
[[Category:Components:Audio{{#translation:}}|Audio Reverb Zone]]
[[Category:Components:Audio{{#translation:}}|Audio Reverb Zone]]

Revision as of 02:20, 16 December 2024

Component image 
Audio Reverb Zone component as seen in the Scene Inspector

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

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. Some components stop their functionality when this field is disabled, but some don't.
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 Relative room effect level at high frequencies.
RoomLF Int Relative room effect level at low frequencies.
DecayTime Float how long it takes for sound to fully die out in the room
DecayHFRatio Float High-frequency to mid-frequency decay time ratio.
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 Reference high frequency (hz).
LFReference Float Reference low frequency (hz).
Diffusion Float how much the sound will propagate across the room
Density Float how dense the air is in the room.

Sync Delegates

Lua error in mw.text.lua at line 25: bad argument #1 to 'match' (string expected, got nil).
Triggers
Method Name Method type and Arguments. Is the method hidden? Description

Usage

Examples

Can be used to make global audio echo or sound like it's inside of a tin can.

See Also