The Audio Reverb Filter takes an Audio Clip and distorts it to create a custom reverb effect
The way to create a personalized reverb effect.
See Also: Audio Reverb Filter information.
decayHFRatio | Decay HF Ratio : High-frequency to low-frequency decay time ratio. Ranges from 0.1 to 2.0. Default is 0.5. |
decayTime | Reverberation decay time at low-frequencies in seconds. Ranges from 0.1 to 20.0. Default is 1.0. |
density | Reverberation density (modal density) in percent. Ranges from 0.0 to 100.0. Default is 100.0. |
diffusion | Reverberation diffusion (echo density) in percent. Ranges from 0.0 to 100.0. Default is 100.0. |
dryLevel | Mix level of dry signal in output in mB. Ranges from -10000.0 to 0.0. Default is 0. |
hfReference | Reference high frequency in Hz. Ranges from 20.0 to 20000.0. Default is 5000.0. |
lfReference | Reference low-frequency in Hz. Ranges from 20.0 to 1000.0. Default is 250.0. |
reflectionsDelay | Late reverberation level relative to room effect in mB. Ranges from -10000.0 to 2000.0. Default is 0.0. |
reflectionsLevel | Early reflections level relative to room effect in mB. Ranges from -10000.0 to 1000.0. Default is -10000.0. |
reverbDelay | Late reverberation delay time relative to first reflection in seconds. Ranges from 0.0 to 0.1. Default is 0.04. |
reverbLevel | Late reverberation level relative to room effect in mB. Ranges from -10000.0 to 2000.0. Default is 0.0. |
reverbPreset | Set/Get reverb preset properties. |
room | Room effect level at low frequencies in mB. Ranges from -10000.0 to 0.0. Default is 0.0. |
roomHF | Room effect high-frequency level re. low frequency level in mB. Ranges from -10000.0 to 0.0. Default is 0.0. |
roomLF | Room effect low-frequency level in mB. Ranges from -10000.0 to 0.0. Default is 0.0. |
roomRolloff | Rolloff factor for room effect. Ranges from 0.0 to 10.0. Default is 10.0. |
enabled | Enabled Behaviours are Updated, disabled Behaviours are not. |
isActiveAndEnabled | Has the Behaviour had enabled called. |
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. |
transform | The Transform attached to this GameObject. |
hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? |
name | The name of the object. |
BroadcastMessage | Calls the method named methodName on every MonoBehaviour in this game object or any of its children. |
CompareTag | Is this game object tagged with tag ? |
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. |
GetComponentInParent | Returns the component of Type type in the GameObject or any of its parents. |
GetComponents | Returns all components of Type type in the GameObject. |
GetComponentsInChildren | Returns all components of Type type in the GameObject or any of its children. |
GetComponentsInParent | Returns all components of Type type in the GameObject or any of its parents. |
SendMessage | Calls the method named methodName on every MonoBehaviour in this game object. |
SendMessageUpwards | Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. |
GetInstanceID | Returns the instance id of the object. |
ToString | Returns the name of the game object. |
Destroy | Removes a gameobject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Makes the object target not be destroyed automatically when loading a new scene. |
FindObjectOfType | Returns the first active loaded object of Type type. |
FindObjectsOfType | Returns a list of all active loaded objects of Type type. |
Instantiate | Returns a copy of the object original. |
bool | Does 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. |