AudioReverbZone Manual     Reference     Scripting  
Scripting > Runtime Classes > AudioReverbZone
AudioReverbZone Inherits from Behaviour

Reverb Zones are used when you want to gradually change from a point

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.

Variables
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

Inherited members
Inherited Variables
enabled

Enabled Behaviours are Updated, disabled Behaviours are not.

transform

The Transform attached to this GameObject (null if there is none attached).

rigidbody

The Rigidbody attached to this GameObject (null if there is none attached).

camera

The Camera attached to this GameObject (null if there is none attached).

light

The Light attached to this GameObject (null if there is none attached).

animation

The Animation attached to this GameObject (null if there is none attached).

constantForce

The ConstantForce attached to this GameObject (null if there is none attached).

renderer

The Renderer attached to this GameObject (null if there is none attached).

audio

The AudioSource attached to this GameObject (null if there is none attached).

guiText

The GUIText attached to this GameObject (null if there is none attached).

networkView

The NetworkView attached to this GameObject (Read Only). (null if there is none attached)

guiTexture

The GUITexture attached to this GameObject (Read Only). (null if there is none attached)

collider

The Collider attached to this GameObject (null if there is none attached).

hingeJoint

The HingeJoint attached to this GameObject (null if there is none attached).

particleEmitter

The ParticleEmitter attached to this GameObject (null if there is none attached).

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.

name

The name of the object.

hideFlags

Should the object be hidden, saved with the scene or modifiable by the user?

Inherited Functions
GetComponent

Returns the component of Type type if the game object has one attached, null if it doesn't.

GetComponent.<T>

GetComponent

Returns the component with name type if the game object has one attached, null if it doesn't.

GetComponentInChildren

Returns the component of Type type in the GameObject or any of its children using depth first search.

GetComponentInChildren.<T>

GetComponentsInChildren

Returns all components of Type type in the GameObject or any of its children.

GetComponentsInChildren.<T>

GetComponents

Returns all components of Type type in the GameObject.

GetComponents.<T>

CompareTag

Is this game object tagged tag?

SendMessageUpwards

Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour

SendMessage

Calls the method named methodName on every MonoBehaviour in this game object.

BroadcastMessage

Calls the method named methodName on every MonoBehaviour in this game object or any of its children.

GetInstanceID

Returns the instance id of the object.

ToString

Returns the name of the game object.

Inherited Class Functions
operator bool

Does the object exist?

Instantiate

Clones the object original and returns the clone.

Instantiate.<T>

Destroy

Removes a gameobject, component or asset.

DestroyImmediate

Destroys the object obj immediately. It is strongly recommended to use Destroy instead.

FindObjectsOfType

Returns a list of all active loaded objects of Type type.

FindObjectOfType

Returns the first active loaded object of Type type.

operator ==

Compares if two objects refer to the same

operator !=

Compares if two objects refer to a different object

DontDestroyOnLoad

Makes the object target not be destroyed automatically when loading a new scene.