class in UnityEngine
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Inherits from:Behaviour
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Implemented in:UnityEngine.AudioModule
The Audio Reverb Filter takes an Audio Clip and distorts it to create a custom reverb effect.
Additional resources: Audio Reverb Filter information.
decayHFRatio | Decay HF Ratio : High-frequency to low-frequency decay time ratio. Ranges from 0.1 to 2.0. Default is 0.5. |
decayTime | Reverberation decay time at low-frequencies in seconds. Ranges from 0.1 to 20.0. Default is 1.0. |
density | Reverberation density (modal density) in percent. Ranges from 0.0 to 100.0. Default is 100.0. |
diffusion | Reverberation diffusion (echo density) in percent. Ranges from 0.0 to 100.0. Default is 100.0. |
dryLevel | Mix level of dry signal in output in millibels (mB). Ranges from -10000.0 to 0.0. Default is 0. |
hfReference | Reference high frequency in hertz (Hz). Ranges from 1000.0 to 20000.0. Default is 5000.0. |
lfReference | Reference low-frequency in hertz (Hz). Ranges from 20.0 to 1000.0. Default is 250.0. |
reflectionsDelay | Late reverberation level relative to room effect in millibels (mB). Ranges from -10000.0 to 2000.0. Default is 0.0. |
reflectionsLevel | Early reflections level relative to room effect in millibels (mB). Ranges from -10000.0 to 1000.0. Default is -10000.0. |
reverbDelay | Late reverberation delay time relative to first reflection in seconds. Ranges from 0.0 to 0.1. Default is 0.04. |
reverbLevel | Late reverberation level relative to room effect in millibels (mB). Ranges from -10000.0 to 2000.0. Default is 0.0. |
reverbPreset | Set/Get reverb preset properties. |
room | Room effect level at low frequencies in millibels (mB). Ranges from -10000.0 to 0.0. Default is 0.0. |
roomHF | Room effect high-frequency level re. low frequency level in millibels (mB). Ranges from -10000.0 to 0.0. Default is 0.0. |
roomLF | Room effect low-frequency level in millibels (mB). Ranges from -10000.0 to 0.0. Default is 0.0. |
enabled | Enabled Behaviours are Updated, disabled Behaviours are not. |
isActiveAndEnabled | Reports whether a GameObject and its associated Behaviour is active and enabled. |
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. |
transform | The Transform attached to this GameObject. |
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | The name of the object. |
BroadcastMessage | Calls the method named methodName on every MonoBehaviour in this game object or any of its children. |
CompareTag | Checks the GameObject's tag against the defined tag. |
GetComponent | Gets a reference to a component of type T on the same GameObject as the component specified. |
GetComponentInChildren | Gets a reference to a component of type T on the same GameObject as the component specified, or any child of the GameObject. |
GetComponentIndex | Gets the index of the component on its parent GameObject. |
GetComponentInParent | Gets a reference to a component of type T on the same GameObject as the component specified, or any parent of the GameObject. |
GetComponents | Gets references to all components of type T on the same GameObject as the component specified. |
GetComponentsInChildren | Gets references to all components of type T on the same GameObject as the component specified, and any child of the GameObject. |
GetComponentsInParent | Gets references to all components of type T on the same GameObject as the component specified, and any parent of the GameObject. |
SendMessage | Calls the method named methodName on every MonoBehaviour in this game object. |
SendMessageUpwards | Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. |
TryGetComponent | Gets the component of the specified type, if it exists. |
GetInstanceID | Gets the instance ID of the object. |
ToString | Returns the name of the object. |
Destroy | Removes a GameObject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindAnyObjectByType | Retrieves any active loaded object of Type type. |
FindFirstObjectByType | Retrieves the first active loaded object of Type type. |
FindObjectOfType | Returns the first active loaded object of Type type. |
FindObjectsByType | Retrieves a list of all loaded objects of Type type. |
FindObjectsOfType | Gets a list of all loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
InstantiateAsync | Captures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation. |
bool | Does the object exist? |
operator != | Compares if two objects refer to a different object. |
operator == | Compares two object references to see if they refer to the same object. |