Attention: Here be dragons

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AudioEffectReverb

Inherits: AudioEffect < Resource < RefCounted < Object

Adds a reverberation audio effect to an audio bus.

Emulates an echo by playing a blurred version of the input audio.

Description

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.

Tutorials

Properties

float

damping

0.5

float

dry

1.0

float

hipass

0.0

float

predelay_feedback

0.4

float

predelay_msec

150.0

float

room_size

0.8

float

spread

1.0

float

wet

0.5


Property Descriptions

float damping = 0.5 🔗

  • void set_damping(value: float)

  • float get_damping()

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.


float dry = 1.0 🔗

The volume ratio of the original audio. At 0, only the modified audio is outputted. Value can range from 0 to 1.


float hipass = 0.0 🔗

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.


float predelay_feedback = 0.4 🔗

  • void set_predelay_feedback(value: float)

  • float get_predelay_feedback()

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.


float predelay_msec = 150.0 🔗

  • void set_predelay_msec(value: float)

  • float get_predelay_msec()

Time between the original audio and the early reflections of the reverb signal, in milliseconds. Value can range from 20 to 500.


float room_size = 0.8 🔗

  • void set_room_size(value: float)

  • float get_room_size()

Dimensions of simulated room. Bigger means more echoes. Value can range from 0 to 1.


float spread = 1.0 🔗

  • void set_spread(value: float)

  • float get_spread()

Widens or narrows the stereo image of the reverb tail. At 1, it fully widens. Value can range from 0 to 1.


float wet = 0.5 🔗

The volume ratio of the modified audio. At 0, only the original audio is outputted. Value can range from 0 to 1.