Reverb Zones are used when you want to create location based ambient effects in the scene.
As the Audio Listener moves into a Reverb Zone, the ambient effect associated with the zone is gradually applied. At the max distance there is no effect and at the min distance the effect is fully applied. For example you can gradually change your character's footsteps sounds and create the feeling like you where entering into a cavern, going trough a room, swimming underwater, etc.
You can always mix reverb zones to have combined effects. For more info check Reverb Zones in the manual.
The distance from the centerpoint that the reverb will have full effect at. Default = 10.0.
The distance from the centerpoint that the reverb will not have any effect. Default = 15.0.
Set/Get reverb preset properties.
Room effect level (at mid frequencies).
Relative room effect level at high frequencies.
Relative room effect level at low frequencies.
Reverberation decay time at mid frequencies.
High-frequency to mid-frequency decay time ratio.
Early reflections level relative to room effect.
Initial reflection delay time.
Late reverberation level relative to room effect.
Late reverberation delay time relative to initial reflection.
Reference high frequency (hz).
Reference low frequency (hz).
Like rolloffscale in global settings, but for reverb room size effect.
Value that controls the echo density in the late reverberation decay.
Value that controls the modal density in the late reverberation decay.
Enabled Behaviours are Updated, disabled Behaviours are not.
The tag of this game object.
The name of the object.
Should the object be hidden, saved with the scene or modifiable by the user?
Returns the component of Type type if the game object has one attached, null if it doesn't.
Returns the component of Type type in the GameObject or any of its children using depth first search.
Returns all components of Type type in the GameObject or any of its children.
Returns all components of Type type in the GameObject.
Is this game object tagged tag?
Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
Calls the method named methodName on every MonoBehaviour in this game object.
Calls the method named methodName on every MonoBehaviour in this game object or any of its children.
Returns the instance id of the object.
Returns the name of the game object.
Does the object exist?
Clones the object original and returns the clone.
Removes a gameobject, component or asset.
Destroys the object obj immediately. It is strongly recommended to use Destroy instead.
Returns a list of all active loaded objects of Type type.
Returns the first active loaded object of Type type.
Compares if two objects refer to the same.
Compares if two objects refer to a different object.
Makes the object target not be destroyed automatically when loading a new scene.