reckfellENGINE

AudioEffectReverb

Adds a reverberation audio effect to an audio bus. Emulates an echo by playing a blurred version of the input audio.

On this page
class AudioEffectReverbReckfellSharpInherits AudioEffect

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
# AudioEffectReverb
C#
public AudioEffectReverb();

Properties8

DampingProperty
# Damping
C#
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
# Dry
C#
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
# Hipass
C#
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
# PredelayFeedback
C#
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
# PredelayMsec
C#
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
# RoomSize
C#
public float RoomSize { get; set; }

Dimensions of simulated room. Bigger means more echoes. Value can range from 0 to 1.

SpreadProperty
# Spread
C#
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
# Wet
C#
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
# GetDamping
C#
public float GetDamping();
Returns float
GetDryfloat
# GetDry
C#
public float GetDry();
Returns float
GetHpffloat
# GetHpf
C#
public float GetHpf();
Returns float
GetPredelayFeedbackfloat
# GetPredelayFeedback
C#
public float GetPredelayFeedback();
Returns float
GetPredelayMsecfloat
# GetPredelayMsec
C#
public float GetPredelayMsec();
Returns float
GetRoomSizefloat
# GetRoomSize
C#
public float GetRoomSize();
Returns float
GetSpreadfloat
# GetSpread
C#
public float GetSpread();
Returns float
GetWetfloat
# GetWet
C#
public float GetWet();
Returns float
SetDampingvoid
# SetDamping
C#
public void SetDamping(float amount);
Parameters
NameTypeDefault
amountfloat—
SetDryvoid
# SetDry
C#
public void SetDry(float amount);
Parameters
NameTypeDefault
amountfloat—
SetHpfvoid
# SetHpf
C#
public void SetHpf(float amount);
Parameters
NameTypeDefault
amountfloat—
SetPredelayFeedbackvoid
# SetPredelayFeedback
C#
public void SetPredelayFeedback(float feedback);
Parameters
NameTypeDefault
feedbackfloat—
SetPredelayMsecvoid
# SetPredelayMsec
C#
public void SetPredelayMsec(float msec);
Parameters
NameTypeDefault
msecfloat—
SetRoomSizevoid
# SetRoomSize
C#
public void SetRoomSize(float size);
Parameters
NameTypeDefault
sizefloat—
SetSpreadvoid
# SetSpread
C#
public void SetSpread(float amount);
Parameters
NameTypeDefault
amountfloat—
SetWetvoid
# SetWet
C#
public void SetWet(float amount);
Parameters
NameTypeDefault
amountfloat—
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