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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.
roomRolloffFactorLike rolloffscale in global settings, but for reverb room size effect.

Miembros heredados

Variables

enabledEnabled Behaviours are Updated, disabled Behaviours are not.
isActiveAndEnabledHas the Behaviour had enabled called.
gameObjectThe game object this component is attached to. A component is always attached to a game object.
tagEl tag de este game object.
transformThe Transform attached to this GameObject (null if there is none attached).
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.
GetComponentInChildrenReturns the component of Type type in the GameObject or any of its children using depth first search.
GetComponentInParentReturns the component of Type 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.
GetComponentsInParentReturns all components of Type type in the GameObject or any of its parents.
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.
GetInstanceIDReturns the instance id of the object.
ToStringDevuelve el nombre del objeto.

Funciones Estáticas

DestroyElimina un gameobject, componente o asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadMakes the object target not be destroyed automatically 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.
InstantiateDevuelve el nombre del objeto.

Operadores

bool¿Existe el objeto?
operator !=Compares if two objects refer to a different object.
operator ==Compares two object references to see if they refer to the same object.