Class
AudioReverb
Reverberates audio streams.
AudioReverb reverberates audio streams, modeling the natural echoes of
a room or enclosed space. It provides one Input pin and one Output pin
which can be connected to/from by Wires.
Properties 13#
Bypassboolean | Whether audio streams are passed-through unaffected by this effect.ReadSafe |
DecayRatiofloat | Controls how quickly high frequency sound decays compared to the overall reverb.ReadSafe |
DecayTimefloat | Controls how long it takes for the reverb to dissipate.ReadSafe |
Densityfloat | Controls how many reflections are generated.ReadSafe |
Diffusionfloat | Controls how smooth and reflective the simulated surfaces are.ReadSafe |
DryLevelfloat | Gain level determining how loud the original, unaltered audio stream will be.ReadSafe |
EarlyDelayTimefloat | Controls the amount of time before reverberation begins .ReadSafe |
HighCutFrequencyfloat | Frequency above which sound is filtered out of the reverb.ReadSafe |
LateDelayTimefloat | Time, following early delays, before diffuse reverberations begin.ReadSafe |
LowShelfFrequencyfloat | Frequency below which audio can be boosted or reduced in the reverb.ReadSafe |
LowShelfGainfloat | Controls the presence of low frequency content in the reverb.ReadSafe |
ReferenceFrequencyfloat | Frequency that separates low frequency decay speeds from high frequency decay speeds.ReadSafe |
WetLevelfloat | Gain level determining how loud the reverberated stream will be.ReadSafe |
Bypass: boolean#
ReadSafe
If true, audio streams are passed-through unaffected by this effect.
DecayRatio: float#
ReadSafe
A ratio of high frequency decay time to total decay time, where high
frequencies are determined to be anything above
ReferenceFrequency, in hertz.
Ranges from 0.1 to 1.
DecayTime: float#
ReadSafe
Time, in seconds, that it will take for the reverb to fully decay. Ranges from 0.1 to 20.
Density: float#
ReadSafe
A number controlling how many reflections are generated. Ranges from 0.1 to 1.
Diffusion: float#
ReadSafe
A number controlling how smooth and reflective the reverb's simulated surfaces are. Ranges from 0.1 to 1.
DryLevel: float#
ReadSafe
Gain level, in decibels, determining how loud the original, unaltered audio stream will be. Ranges from -80 to 20.
EarlyDelayTime: float#
ReadSafe
Time, in seconds, before any reverberation begins. Ranges from 0 to 0.3.
HighCutFrequency: float#
ReadSafe
Frequency, in hertz, which acts as a cutoff for a low-pass filter. Any audio that has a higher frequency than this is excluded from the reverb. Ranges from 20 to 20,000.
LateDelayTime: float#
ReadSafe
Time in seconds, following early delays, before diffuse reverberations begin. Ranges from 0 to 0.1.
LowShelfFrequency: float#
ReadSafe
Frequency, in hertz, below which audio can be boosted or reduced in the
reverb via LowShelfGain. Ranges from 20
to 20,000.
LowShelfGain: float#
ReadSafe
Gain level, in decibels, that controls the presence of low frequency content in the reverb. Ranges from -36 to 12.
ReferenceFrequency: float#
ReadSafe
Frequency, in hertz, that separates low frequency decay speeds from high
frequency decay speeds. This is used by
DecayRatio to determine whether low or high
frequencies decay faster. Ranges from 20 to 20,000.
WetLevel: float#
ReadSafe
Gain level, in decibels, determining how loud the reverberated stream will be. Ranges from -80 to 20.
Methods 3#
| GetConnectedWires | Returns an array of Wires that are connected to the specified
pin. |
| GetInputPins | Gets the list of pins that Wire can use in Wire.TargetName
to connect to this instance via its Wire.TargetInstance property. |
| GetOutputPins | Gets the list of pins that Wire can use in Wire.SourceName
to connect to this instance via its Wire.SourceInstance property. |
GetConnectedWires(pin: string): List<Wire>#
Returns an array of Wires that are connected to the specified
pin. AudioReverb has one "Input" pin and one "Output" pin.
| Name | Type | Default | Description |
|---|---|---|---|
pin | string | An input or output pin on this instance |
Returns
List<Wire>— An array ofWires
GetInputPins(): Array#
Gets the list of pins that Wire can use in Wire.TargetName
to connect to this instance via its Wire.TargetInstance property.
For AudioReverb, this is Input only.
Returns
Array— An array of strings representing valid pin names.
GetOutputPins(): Array#
Gets the list of pins that Wire can use in Wire.SourceName
to connect to this instance via its Wire.SourceInstance property.
For AudioReverb, this is Output only.
Returns
Array— An array of strings representing valid pin names.
Events 1#
| WiringChanged | Fires when another instance is connected to or disconnected from the
AudioReverb via a Wire. |
WiringChanged(connected: boolean, pin: string, wire: Wire, instance: Instance)#
Event that fires after a Wire becomes connected or disconnected,
and that Wire is now or was previously connected to a pin on the
AudioReverb and to some other wirable instance.
| Name | Type | Default | Description |
|---|---|---|---|
connected | boolean | Whether the instance got connected or disconnected. | |
pin | string | The pin on the AudioReverb that the Wire targets. | |
wire | Wire | The Wire between the AudioReverb and the other
instance. | |
instance | Instance | The other instance that is or was connected through the Wire. |
Inherited members#
Inherited from Instance 58
Properties (10)
Archivable, archivable, Capabilities, IsInSandbox, Name, Parent, PredictionMode, RobloxLocked, Sandboxed, UniqueId
Methods (39)
AddTag, children, ClearAllChildren, Clone, clone, Destroy, destroy, FindFirstAncestor, FindFirstAncestorOfClass, FindFirstAncestorWhichIsA, FindFirstChild, findFirstChild, FindFirstChildOfClass, FindFirstChildWhichIsA, FindFirstDescendant, GetActor, GetAttribute, GetAttributeChangedSignal, GetAttributes, GetChildren, getChildren, GetDebugId, GetDescendants, GetFullName, GetStyled, GetStyledPropertyChangedSignal, GetTags, HasTag, IsAncestorOf, IsDescendantOf, isDescendantOf, IsPropertyModified, QueryDescendants, Remove, remove, RemoveTag, ResetPropertyToDefault, SetAttribute, WaitForChild