AudioEffectReverb
Adds a reverberation audio effect to an audio bus. Emulates an echo by playing a blurred version of the input audio.
Adds a reverberation audio effect to an audio bus. Emulates an echo by playing a blurred version of the input audio.
A "reverb" effect plays the input audio back continuously, decaying over a period of time. It simulates sounds in different kinds of spaces, ranging from small rooms, to big caverns.
See also AudioEffectDelay for a non-blurry type of echo.
Declarations checked against C# SDK 1.0.0. Expand a name to see declarations and documentation.
Constructors1
AudioEffectReverbConstructor
public AudioEffectReverb();Properties8
DampingProperty
public float Damping { get; set; }Defines how reflective the imaginary room's walls are. The more reflective, the more high frequency content the reverb has. Value can range from 0 to 1.
DryProperty
public float Dry { get; set; }The volume ratio of the original audio. At 0, only the modified audio is outputted. Value can range from 0 to 1.
HipassProperty
public float Hipass { get; set; }High-pass filter allows frequencies higher than a certain cutoff threshold and attenuates frequencies lower than the cutoff threshold. Value can range from 0 to 1.
PredelayFeedbackProperty
public float PredelayFeedback { get; set; }Gain of early reflection copies. At higher values, early reflection copies are louder and ring out for longer. Value can range from 0 to 1.
PredelayMsecProperty
public float PredelayMsec { get; set; }Time between the original audio and the early reflections of the reverb signal, in milliseconds. Value can range from 20 to 500.
RoomSizeProperty
public float RoomSize { get; set; }Dimensions of simulated room. Bigger means more echoes. Value can range from 0 to 1.
SpreadProperty
public float Spread { get; set; }Widens or narrows the stereo image of the reverb tail. At 1, it fully widens. Value can range from 0 to 1.
WetProperty
public float Wet { get; set; }The volume ratio of the modified audio. At 0, only the original audio is outputted. Value can range from 0 to 1.
Methods16
GetDampingfloat
public float GetDamping();floatGetDryfloat
public float GetDry();floatGetHpffloat
public float GetHpf();floatGetPredelayFeedbackfloat
public float GetPredelayFeedback();floatGetPredelayMsecfloat
public float GetPredelayMsec();floatGetRoomSizefloat
public float GetRoomSize();floatGetSpreadfloat
public float GetSpread();floatGetWetfloat
public float GetWet();floatSetDampingvoid
public void SetDamping(float amount);| Name | Type | Default |
|---|---|---|
amount | float | — |
SetDryvoid
public void SetDry(float amount);| Name | Type | Default |
|---|---|---|
amount | float | — |
SetHpfvoid
public void SetHpf(float amount);| Name | Type | Default |
|---|---|---|
amount | float | — |
SetPredelayFeedbackvoid
public void SetPredelayFeedback(float feedback);| Name | Type | Default |
|---|---|---|
feedback | float | — |
SetPredelayMsecvoid
public void SetPredelayMsec(float msec);| Name | Type | Default |
|---|---|---|
msec | float | — |
SetRoomSizevoid
public void SetRoomSize(float size);| Name | Type | Default |
|---|---|---|
size | float | — |
SetSpreadvoid
public void SetSpread(float amount);| Name | Type | Default |
|---|---|---|
amount | float | — |
SetWetvoid
public void SetWet(float amount);| Name | Type | Default |
|---|---|---|
amount | float | — |