where there is no ambient effect to a place where there is one. 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.
| minDistance |
The distance from the centerpoint that the reverb will have full effect at. Default = 10.0.
|
| maxDistance |
The distance from the centerpoint that the reverb will not have any effect. Default = 15.0.
|
| 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
|
| decayTime |
reverberation decay time at mid frequencies
|
| decayHFRatio |
high-frequency to mid-frequency decay time ratio
|
| 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
|
| HFReference |
reference high frequency (hz)
|
| LFReference |
reference low frequency (hz)
|
| roomRolloffFactor |
like rolloffscale in global settings, but for reverb room size effect
|
| diffusion |
Value that controls the echo density in the late reverberation decay
|
| density |
Value that controls the modal density in the late reverberation decay
|