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.
decayHFRatio | High-frequency to mid-frequency decay time ratio. |
decayTime | Reverberation decay time at mid frequencies. |
density | Value that controls the modal density in the late reverberation decay. |
diffusion | Value that controls the echo density in the late reverberation decay. |
HFReference | Reference high frequency (hz). |
LFReference | Reference low frequency (hz). |
maxDistance | The distance from the centerpoint that the reverb will not have any effect. Default = 15.0. |
minDistance | The distance from the centerpoint that the reverb will have full effect at. Default = 10.0. |
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. |
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. |
roomRolloffFactor | Like rolloffscale in global settings, but for reverb room size effect. |
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 | El tag de este game object. |
transform | The Transform attached to this GameObject (null if there is none attached). |
hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? |
name | El nombre del objeto. |
BroadcastMessage | Llama 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? |
GetComponent | Devuelve un componente de tipo type si el game object tiene a alguno adjuntado, o null si no lo tiene. |
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 | Llama al método denominado methodName en cada MonoBehaviour de este game object. |
SendMessageUpwards | Llama al método denominado methodName en todos los MonoBehaviour de este juego y en todos los ancestros del behaviour. |
GetInstanceID | Returns the instance id of the object. |
ToString | Devuelve el nombre del objeto. |
Destroy | Elimina un gameobject, componente o 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 | Devuelve el primer objeto activo cargado de tipo type. |
FindObjectsOfType | Devuelve una lista de todos los objetos activos cargados de tipo type. |
Instantiate | Devuelve el nombre del objeto. |
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. |