Roblox UtilitiesDevlHub Roblox Documentation

Class

AudioReverb

Inherits
Instance › Object
Memory category
Internal

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#

BypassbooleanWhether audio streams are passed-through unaffected by this effect.ReadSafe
DecayRatiofloatControls how quickly high frequency sound decays compared to the overall reverb.ReadSafe
DecayTimefloatControls how long it takes for the reverb to dissipate.ReadSafe
DensityfloatControls how many reflections are generated.ReadSafe
DiffusionfloatControls how smooth and reflective the simulated surfaces are.ReadSafe
DryLevelfloatGain level determining how loud the original, unaltered audio stream will be.ReadSafe
EarlyDelayTimefloatControls the amount of time before reverberation begins .ReadSafe
HighCutFrequencyfloatFrequency above which sound is filtered out of the reverb.ReadSafe
LateDelayTimefloatTime, following early delays, before diffuse reverberations begin.ReadSafe
LowShelfFrequencyfloatFrequency below which audio can be boosted or reduced in the reverb.ReadSafe
LowShelfGainfloatControls the presence of low frequency content in the reverb.ReadSafe
ReferenceFrequencyfloatFrequency that separates low frequency decay speeds from high frequency decay speeds.ReadSafe
WetLevelfloatGain 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#

GetConnectedWiresReturns an array of Wires that are connected to the specified pin.
GetInputPinsGets the list of pins that Wire can use in Wire.TargetName to connect to this instance via its Wire.TargetInstance property.
GetOutputPinsGets 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.

NameTypeDefaultDescription
pinstringAn input or output pin on this instance
Returns
  • List<Wire> — An array of Wires

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#

WiringChangedFires 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.

NameTypeDefaultDescription
connectedbooleanWhether the instance got connected or disconnected.
pinstringThe pin on the AudioReverb that the Wire targets.
wireWireThe Wire between the AudioReverb and the other instance.
instanceInstanceThe other instance that is or was connected through the Wire.

Inherited members#

Inherited from Instance 58
Inherited from Object 6
Properties (2)

ClassName, className

Events (1)

Changed