Adds a reverberation audio effect to an audio bus. Emulates an echo by playing a blurred version of the input audio.
A "reverb" effect plays the input audio back continuously, decaying over a period of time. It simulates sounds in different kinds of spaces, ranging from small rooms, to big caverns. See also [AudioEffectDelay] for a non-blurry type of echo.
$DOCS_URL/tutorials/audio/audio_buses.html $DOCS_URL/tutorials/audio/audio_effects.html https://godotengine.org/asset-library/asset/2710
- Defines how reflective the imaginary room's walls are. The more reflective, the more high frequency content the reverb has. Value can range from 0 to 1.
- The volume ratio of the original audio. At 0, only the modified audio is outputted. Value can range from 0 to 1.
- High-pass filter allows frequencies higher than a certain cutoff threshold and attenuates frequencies lower than the cutoff threshold. Value can range from 0 to 1.
- Gain of early reflection copies. At higher values, early reflection copies are louder and ring out for longer. Value can range from 0 to 1.
- Time between the original audio and the early reflections of the reverb signal, in milliseconds. Value can range from 20 to 500.
- Dimensions of simulated room. Bigger means more echoes. Value can range from 0 to 1.
- Widens or narrows the stereo image of the reverb tail. At 1, it fully widens. Value can range from 0 to 1.
- The volume ratio of the modified audio. At 0, only the original audio is outputted. Value can range from 0 to 1.