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. |
enabled | Enabled Behaviours are Updated, disabled Behaviours are not. |
isActiveAndEnabled | Reports whether a GameObject and its associated Behaviour is active and enabled. |
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 | Checks the GameObject's tag against the defined tag. |
GetComponent | Returns the component of type if the GameObject has one attached. |
GetComponentInChildren | Returns the Component of type in the GameObject or any of its children using depth first search. |
GetComponentInParent | Returns the Component of 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. Works recursively. |
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. |
TryGetComponent | Gets the component of the specified type, if it exists. |
GetInstanceID | Gets the instance ID of the object. |
ToString | Returns the name of the object. |
Destroy | Removes a GameObject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindObjectOfType | Returns the first active loaded object of Type type. |
FindObjectsOfType | Gets a list of all loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
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. |