Version: 2018.4
LanguageEnglish
  • C#

AudioReverbFilter

class in UnityEngine

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Inherits from:Behaviour

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Implemented in:UnityEngine.AudioModule

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Description

The Audio Reverb Filter takes an Audio Clip and distorts it to create a custom reverb effect.

See Also: Audio Reverb Filter information.

Properties

decayHFRatioDecay HF Ratio : High-frequency to low-frequency decay time ratio. Ranges from 0.1 to 2.0. Default is 0.5.
decayTimeReverberation decay time at low-frequencies in seconds. Ranges from 0.1 to 20.0. Default is 1.0.
densityReverberation density (modal density) in percent. Ranges from 0.0 to 100.0. Default is 100.0.
diffusionReverberation diffusion (echo density) in percent. Ranges from 0.0 to 100.0. Default is 100.0.
dryLevelMix level of dry signal in output in millibels (mB). Ranges from -10000.0 to 0.0. Default is 0.
hfReferenceReference high frequency in hertz (Hz). Ranges from 1000.0 to 20000.0. Default is 5000.0.
lfReferenceReference low-frequency in hertz (Hz). Ranges from 20.0 to 1000.0. Default is 250.0.
reflectionsDelayLate reverberation level relative to room effect in millibels (mB). Ranges from -10000.0 to 2000.0. Default is 0.0.
reflectionsLevelEarly reflections level relative to room effect in millibels (mB). Ranges from -10000.0 to 1000.0. Default is -10000.0.
reverbDelayLate reverberation delay time relative to first reflection in seconds. Ranges from 0.0 to 0.1. Default is 0.04.
reverbLevelLate reverberation level relative to room effect in millibels (mB). Ranges from -10000.0 to 2000.0. Default is 0.0.
reverbPresetSet/Get reverb preset properties.
roomRoom effect level at low frequencies in millibels (mB). Ranges from -10000.0 to 0.0. Default is 0.0.
roomHFRoom effect high-frequency level re. low frequency level in millibels (mB). Ranges from -10000.0 to 0.0. Default is 0.0.
roomLFRoom effect low-frequency level in millibels (mB). Ranges from -10000.0 to 0.0. Default is 0.0.

Inherited Members

Properties

enabledEnabled Behaviours are Updated, disabled Behaviours are not.
isActiveAndEnabledHas the Behaviour had active and enabled called?
gameObjectThe game object this component is attached to. A component is always attached to a game object.
tagThe tag of this game object.
transformThe Transform attached to this GameObject.
hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.

Public Methods

BroadcastMessageCalls the method named methodName on every MonoBehaviour in this game object or any of its children.
CompareTagIs this game object tagged with tag ?
GetComponentReturns the component of Type type if the game object has one attached, null if it doesn't.
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.
SendMessageCalls the method named methodName on every MonoBehaviour in this game object.
SendMessageUpwardsCalls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
GetInstanceIDReturns the instance id of the object.
ToStringReturns the name of the GameObject.

Static Methods

DestroyRemoves a gameobject, component or 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.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeReturns a list of all active loaded objects of Type type.
InstantiateClones the object original and returns the clone.

Operators

boolDoes 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.