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

float

damping

0.5

float

dry

1.0

float

hipass

0.0

float

predelay_feedback

0.4

float

predelay_msec

150.0

float

room_size

0.8

float

spread

1.0

float

wet

0.5


Property Descriptions

float damping = 0.5 🔗

  • void set_damping(value: float)

  • 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(value: float)

  • float get_predelay_feedback()

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


float predelay_msec = 150.0 🔗

  • void set_predelay_msec(value: float)

  • 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(value: float)

  • 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(value: float)

  • 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.


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