AudioEffectReverb

Inherits: AudioEffect < Resource < RefCounted < Object

Adds a reverberation audio effect to an Audio bus.

Description

Simulates the sound of acoustic environments such as rooms, concert halls, caverns, or an open spaces.

Tutorials

Properties


Property Descriptions

float damping = 0.5

  • void set_damping ( float value )

  • float get_damping ( )

Defines how reflective the imaginary room's walls are. Value can range from 0 to 1.


float dry = 1.0

Output percent of original sound. At 0, only modified sound is outputted. Value can range from 0 to 1.


float hipass = 0.0

High-pass filter passes signals with a frequency higher than a certain cutoff frequency and attenuates signals with frequencies lower than the cutoff frequency. Value can range from 0 to 1.


float predelay_feedback = 0.4

  • void set_predelay_feedback ( float value )

  • float get_predelay_feedback ( )

Output percent of predelay. Value can range from 0 to 1.


float predelay_msec = 150.0

  • void set_predelay_msec ( float value )

  • float get_predelay_msec ( )

Time between the original signal and the early reflections of the reverb signal, in milliseconds.


float room_size = 0.8

  • void set_room_size ( float value )

  • float get_room_size ( )

Dimensions of simulated room. Bigger means more echoes. Value can range from 0 to 1.


float spread = 1.0

  • void set_spread ( float value )

  • float get_spread ( )

Widens or narrows the stereo image of the reverb tail. 1 means fully widens. Value can range from 0 to 1.


float wet = 0.5

Output percent of modified sound. At 0, only original sound is outputted. Value can range from 0 to 1.