unreal.ReverbEffect
¶
- class unreal.ReverbEffect(outer=None, name='None')¶
Bases:
unreal.Object
Reverb Effect
C++ Source:
Module: Engine
File: ReverbEffect.h
Editor Properties: (see get_editor_property/set_editor_property)
air_absorption_gain_hf
(float): [Read-Write] Air Absorption - 0.0 < 0.994 < 1.0 - lower value means more absorptionbypass_early_reflections
(bool): [Read-Write] Bypasses early reflectionsbypass_late_reflections
(bool): [Read-Write] Bypasses late reflections.decay_hf_ratio
(float): [Read-Write] Decay High Frequency Ratio - 0.1 < 0.83 < 2.0 - how much the quicker or slower the high frequencies decay relative to the lower frequencies.decay_time
(float): [Read-Write] Decay Time - 0.1 < 1.49 < 20.0 Seconds - larger is more reverbdensity
(float): [Read-Write] Density - 0.0 < 1.0 < 1.0 - Coloration of the late reverb - lower value is more grainydiffusion
(float): [Read-Write] Diffusion - 0.0 < 1.0 < 1.0 - Echo density in the reverberation decay - lower is more grainygain
(float): [Read-Write] Reverb Gain - 0.0 < 0.32 < 1.0 - overall reverb gain - master volume controlgain_hf
(float): [Read-Write] Reverb Gain High Frequency - 0.0 < 0.89 < 1.0 - attenuates the high frequency reflected soundlate_delay
(float): [Read-Write] Late Reverb Delay - 0.0 < 0.011 < 0.1 Seconds - time difference between late reverb and first reflectionslate_gain
(float): [Read-Write] Late Reverb Gain - 0.0 < 1.26 < 10.0 - gain of the late reverbreflections_delay
(float): [Read-Write] Reflections Delay - 0.0 < 0.007 < 0.3 Seconds - the time between the listener receiving the direct path sound and the first reflectionreflections_gain
(float): [Read-Write] Reflections Gain - 0.0 < 0.05 < 3.16 - controls the amount of initial reflections