Version: 2022.1
LanguageEnglish
  • C#

AudioReverbZone

class in UnityEngine

/

Inherits from:Behaviour

/

Implemented in:UnityEngine.AudioModule

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual

Description

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.

Properties

decayHFRatioHigh-frequency to mid-frequency decay time ratio.
decayTimeReverberation decay time at mid frequencies.
densityValue that controls the modal density in the late reverberation decay.
diffusionValue that controls the echo density in the late reverberation decay.
HFReferenceReference high frequency (hz).
LFReferenceReference low frequency (hz).
maxDistanceThe distance from the centerpoint that the reverb will not have any effect. Default = 15.0.
minDistanceThe distance from the centerpoint that the reverb will have full effect at. Default = 10.0.
reflectionsEarly reflections level relative to room effect.
reflectionsDelayInitial reflection delay time.
reverbLate reverberation level relative to room effect.
reverbDelayLate reverberation delay time relative to initial reflection.
reverbPresetSet/Get reverb preset properties.
roomRoom effect level (at mid frequencies).
roomHFRelative room effect level at high frequencies.
roomLFRelative room effect level at low frequencies.

Inherited Members

Properties

enabledEnabled Behaviours are Updated, disabled Behaviours are not.
isActiveAndEnabledReports whether a GameObject and its associated Behaviour is active and enabled.
gameObjectThe game object this component is attached to. A component is always attached to a game object.
tagThe tag of this game object.
transformThe Transform attached to this GameObject.
hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.

Public Methods

BroadcastMessageCalls the method named methodName on every MonoBehaviour in this game object or any of its children.
CompareTagChecks the GameObject's tag against the defined tag.
GetComponentReturns the component of type if the GameObject has one attached.
GetComponentInChildrenReturns the Component of type in the GameObject or any of its children using depth first search.
GetComponentInParentReturns the Component of type in the GameObject or any of its parents.
GetComponentsReturns all components of Type type in the GameObject.
GetComponentsInChildrenReturns all components of Type type in the GameObject or any of its children. Works recursively.
GetComponentsInParentReturns all components of Type type in the GameObject or any of its parents.
SendMessageCalls the method named methodName on every MonoBehaviour in this game object.
SendMessageUpwardsCalls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
TryGetComponentGets the component of the specified type, if it exists.
GetInstanceIDGets the instance ID of the object.
ToStringReturns the name of the object.

Static Methods

DestroyRemoves a GameObject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeGets a list of all loaded objects of Type type.
InstantiateClones the object original and returns the clone.

Operators

boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares two object references to see if they refer to the same object.