:github_url: hide .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. .. Generator: https://github.com/godotengine/godot/tree/3.6/doc/tools/make_rst.py. .. XML source: https://github.com/godotengine/godot/tree/3.6/doc/classes/AudioEffectReverb.xml. .. _class_AudioEffectReverb: AudioEffectReverb ================= **Inherits:** :ref:`AudioEffect` **<** :ref:`Resource` **<** :ref:`Reference` **<** :ref:`Object` Adds a reverberation audio effect to an Audio bus. Simulates the sound of acoustic environments such as rooms, concert halls, caverns, or an open spaces. .. rst-class:: classref-introduction-group Description ----------- Simulates rooms of different sizes. Its parameters can be adjusted to simulate the sound of a specific room. .. rst-class:: classref-introduction-group Tutorials --------- - `Third Person Shooter Demo `__ .. rst-class:: classref-reftable-group Properties ---------- .. table:: :widths: auto +---------------------------+------------------------------------------------------------------------------+-----------+ | :ref:`float` | :ref:`damping` | ``0.5`` | +---------------------------+------------------------------------------------------------------------------+-----------+ | :ref:`float` | :ref:`dry` | ``1.0`` | +---------------------------+------------------------------------------------------------------------------+-----------+ | :ref:`float` | :ref:`hipass` | ``0.0`` | +---------------------------+------------------------------------------------------------------------------+-----------+ | :ref:`float` | :ref:`predelay_feedback` | ``0.4`` | +---------------------------+------------------------------------------------------------------------------+-----------+ | :ref:`float` | :ref:`predelay_msec` | ``150.0`` | +---------------------------+------------------------------------------------------------------------------+-----------+ | :ref:`float` | :ref:`room_size` | ``0.8`` | +---------------------------+------------------------------------------------------------------------------+-----------+ | :ref:`float` | :ref:`spread` | ``1.0`` | +---------------------------+------------------------------------------------------------------------------+-----------+ | :ref:`float` | :ref:`wet` | ``0.5`` | +---------------------------+------------------------------------------------------------------------------+-----------+ .. rst-class:: classref-section-separator ---- .. rst-class:: classref-descriptions-group Property Descriptions --------------------- .. _class_AudioEffectReverb_property_damping: .. rst-class:: classref-property :ref:`float` **damping** = ``0.5`` .. rst-class:: classref-property-setget - void **set_damping** **(** :ref:`float` value **)** - :ref:`float` **get_damping** **(** **)** Defines how reflective the imaginary room's walls are. Value can range from 0 to 1. .. rst-class:: classref-item-separator ---- .. _class_AudioEffectReverb_property_dry: .. rst-class:: classref-property :ref:`float` **dry** = ``1.0`` .. rst-class:: classref-property-setget - void **set_dry** **(** :ref:`float` value **)** - :ref:`float` **get_dry** **(** **)** Output percent of original sound. At 0, only modified sound is outputted. Value can range from 0 to 1. .. rst-class:: classref-item-separator ---- .. _class_AudioEffectReverb_property_hipass: .. rst-class:: classref-property :ref:`float` **hipass** = ``0.0`` .. rst-class:: classref-property-setget - void **set_hpf** **(** :ref:`float` value **)** - :ref:`float` **get_hpf** **(** **)** 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. .. rst-class:: classref-item-separator ---- .. _class_AudioEffectReverb_property_predelay_feedback: .. rst-class:: classref-property :ref:`float` **predelay_feedback** = ``0.4`` .. rst-class:: classref-property-setget - void **set_predelay_feedback** **(** :ref:`float` value **)** - :ref:`float` **get_predelay_feedback** **(** **)** Output percent of predelay. Value can range from 0 to 1. .. rst-class:: classref-item-separator ---- .. _class_AudioEffectReverb_property_predelay_msec: .. rst-class:: classref-property :ref:`float` **predelay_msec** = ``150.0`` .. rst-class:: classref-property-setget - void **set_predelay_msec** **(** :ref:`float` value **)** - :ref:`float` **get_predelay_msec** **(** **)** Time between the original signal and the early reflections of the reverb signal, in milliseconds. .. rst-class:: classref-item-separator ---- .. _class_AudioEffectReverb_property_room_size: .. rst-class:: classref-property :ref:`float` **room_size** = ``0.8`` .. rst-class:: classref-property-setget - void **set_room_size** **(** :ref:`float` value **)** - :ref:`float` **get_room_size** **(** **)** Dimensions of simulated room. Bigger means more echoes. Value can range from 0 to 1. .. rst-class:: classref-item-separator ---- .. _class_AudioEffectReverb_property_spread: .. rst-class:: classref-property :ref:`float` **spread** = ``1.0`` .. rst-class:: classref-property-setget - void **set_spread** **(** :ref:`float` value **)** - :ref:`float` **get_spread** **(** **)** Widens or narrows the stereo image of the reverb tail. 1 means fully widens. Value can range from 0 to 1. .. rst-class:: classref-item-separator ---- .. _class_AudioEffectReverb_property_wet: .. rst-class:: classref-property :ref:`float` **wet** = ``0.5`` .. rst-class:: classref-property-setget - void **set_wet** **(** :ref:`float` value **)** - :ref:`float` **get_wet** **(** **)** Output percent of modified sound. At 0, only original sound is outputted. Value can range from 0 to 1. .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)` .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)` .. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)` .. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)`