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 absorption

  • bypass_early_reflections (bool): [Read-Write] Bypasses early reflections

  • bypass_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 reverb

  • density (float): [Read-Write] Density - 0.0 < 1.0 < 1.0 - Coloration of the late reverb - lower value is more grainy

  • diffusion (float): [Read-Write] Diffusion - 0.0 < 1.0 < 1.0 - Echo density in the reverberation decay - lower is more grainy

  • gain (float): [Read-Write] Reverb Gain - 0.0 < 0.32 < 1.0 - overall reverb gain - master volume control

  • gain_hf (float): [Read-Write] Reverb Gain High Frequency - 0.0 < 0.89 < 1.0 - attenuates the high frequency reflected sound

  • late_delay (float): [Read-Write] Late Reverb Delay - 0.0 < 0.011 < 0.1 Seconds - time difference between late reverb and first reflections

  • late_gain (float): [Read-Write] Late Reverb Gain - 0.0 < 1.26 < 10.0 - gain of the late reverb

  • reflections_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 reflection

  • reflections_gain (float): [Read-Write] Reflections Gain - 0.0 < 0.05 < 3.16 - controls the amount of initial reflections

property bypass_early_reflections

[Read-Write] Bypasses early reflections

Type

(bool)

property bypass_late_reflections

[Read-Write] Bypasses late reflections.

Type

(bool)