AudioReverbZone

class in UnityEngine

/

Hereda de:Behaviour

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Descripción

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.

Variables

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.

Miembros heredados

Variables

enabledEnabled Behaviours are Updated, disabled Behaviours are not.
isActiveAndEnabledHas the Behaviour had active and enabled called?
gameObjectEl game object que tiene este componente adjunto. Un componente siempre está adjunto a un game object.
tagEl tag de este game object.
transformThe Transform attached to this GameObject.
hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameEl nombre del objeto.

Funciones Públicas

BroadcastMessageLlama al método denominado methodName de todos los MonoBehaviour en este game objecto en cualquiera de sus hijos.
CompareTag¿Este game object está etiquetado con tag?
GetComponentDevuelve un componente de tipo type si el game object tiene a alguno adjuntado, o null si no lo tiene.
GetComponentInChildrenRetorna el componente de tipo type en el GameObject o cualquiera de sus hijos utilizando depth first search (busqueda de profundidad).
GetComponentInParentRetorna el componente de tipo type en el GameObject o cualquiera de sus padres.
GetComponentsRetorna todos los componentes de tipo type en el GameObject.
GetComponentsInChildrenRetorna todos los componentes de tipo type en el GameObject o cualquiera de sus hijo.
GetComponentsInParentRetorna todos los componentes de tipo type en el GameObject o cualquiera de sus padres.
SendMessageLlama al método denominado methodName en cada MonoBehaviour de este game object.
SendMessageUpwardsLlama al método denominado methodName en todos los MonoBehaviour de este juego y en todos los ancestros del behaviour.
GetInstanceIDDevuelve el id de la instancia del objeto.
ToStringReturns the name of the GameObject.

Funciones Estáticas

DestroyElimina un gameobject, componente o 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.
FindObjectOfTypeDevuelve el primer objeto activo cargado de tipo type.
FindObjectsOfTypeDevuelve una lista de todos los objetos activos cargados de tipo type.
InstantiateClona el objeto original y devuelve el clon.

Operadores

bool¿Existe el objeto?
operator !=Compare si dos objetos se refieren a un objeto diferente.
operator ==Compara dos referencias de objeto para ver si se refieren al mismo objeto.