Reverb Zones are used when you want to gradually change from a point
where there is no ambient effect to a place where there is one. 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.
minDistance |
The distance from the centerpoint that the reverb will have full effect at. Default = 10.0. |
maxDistance |
The distance from the centerpoint that the reverb will not have any effect. Default = 15.0. |
reverbPreset |
Set/Get reverb preset properties |
room |
room effect level (at mid frequencies) |
roomHF |
relative room effect level at high frequencies |
roomLF |
relative room effect level at low frequencies |
decayTime |
reverberation decay time at mid frequencies |
decayHFRatio |
high-frequency to mid-frequency decay time ratio |
reflections |
early reflections level relative to room effect |
reflectionsDelay |
initial reflection delay time |
reverb |
late reverberation level relative to room effect |
reverbDelay |
late reverberation delay time relative to initial reflection |
HFReference |
reference high frequency (hz) |
LFReference |
reference low frequency (hz) |
roomRolloffFactor |
like rolloffscale in global settings, but for reverb room size effect |
diffusion |
Value that controls the echo density in the late reverberation decay |
density |
Value that controls the modal density in the late reverberation decay |
enabled |
Enabled Behaviours are Updated, disabled Behaviours are not. |
transform |
The Transform attached to this GameObject (null if there is none attached). |
rigidbody |
The Rigidbody attached to this GameObject (null if there is none attached). |
camera |
The Camera attached to this GameObject (null if there is none attached). |
light |
The Light attached to this GameObject (null if there is none attached). |
animation |
The Animation attached to this GameObject (null if there is none attached). |
constantForce |
The ConstantForce attached to this GameObject (null if there is none attached). |
renderer |
The Renderer attached to this GameObject (null if there is none attached). |
audio |
The AudioSource attached to this GameObject (null if there is none attached). |
guiText |
The GUIText attached to this GameObject (null if there is none attached). |
networkView |
The NetworkView attached to this GameObject (Read Only). (null if there is none attached) |
guiTexture |
The GUITexture attached to this GameObject (Read Only). (null if there is none attached) |
collider |
The Collider attached to this GameObject (null if there is none attached). |
hingeJoint |
The HingeJoint attached to this GameObject (null if there is none attached). |
particleEmitter |
The ParticleEmitter attached to this GameObject (null if there is none attached). |
particleSystem |
The ParticleSystem attached to this GameObject (null if there is none attached). |
gameObject |
The game object this component is attached to. A component is always attached to a game object. |
tag |
The tag of this game object. |
name |
The name of the object. |
hideFlags |
Should the object be hidden, saved with the scene or modifiable by the user? |
GetComponent |
Returns the component of Type type if the game object has one attached, null if it doesn't. |
GetComponentInChildren |
Returns the component of Type type in the GameObject or any of its children using depth first search. |
GetComponentsInChildren |
Returns all components of Type type in the GameObject or any of its children. |
GetComponents |
Returns all components of Type type in the GameObject. |
CompareTag |
Is this game object tagged tag? |
SendMessageUpwards |
Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour |
SendMessage |
Calls the method named methodName on every MonoBehaviour in this game object. |
BroadcastMessage |
Calls the method named methodName on every MonoBehaviour in this game object or any of its children. |
GetInstanceID |
Returns the instance id of the object. |
ToString |
Returns the name of the game object. |
operator bool |
Does the object exist? |
Instantiate |
Clones the object original and returns the clone. |
Destroy |
Removes a gameobject, component or asset. |
DestroyImmediate |
Destroys the object obj immediately. It is strongly recommended to use Destroy instead. |
FindObjectsOfType |
Returns a list of all active loaded objects of Type type. |
FindObjectOfType |
Returns the first active loaded object of Type type. |
operator == |
Compares if two objects refer to the same |
operator != |
Compares if two objects refer to a different object |
DontDestroyOnLoad |
Makes the object target not be destroyed automatically when loading a new scene. |