unreal.SubmixEffectReverbSettings

class unreal.SubmixEffectReverbSettings(bypass_early_reflections=False, reflections_delay=0.007, gain_hf=0.89, reflections_gain=0.05, bypass_late_reflections=False, late_delay=0.1, decay_time=1.49, density=0.85, diffusion=0.85, air_absorption_gain_hf=0.994, decay_hf_ratio=0.83, late_gain=1.26, gain=0.0, wet_level=0.3, dry_level=0.0, bypass=False)

Bases: unreal.StructBase

Submix Effect Reverb Settings

C++ Source:

  • Module: AudioMixer

  • File: AudioMixerSubmixEffectReverb.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 (bool): [Read-Write] Bypasses reverb

  • 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 < 0.85 < 1.0 - Coloration of the late reverb - lower value is more grainy

  • diffusion (float): [Read-Write] Diffusion - 0.0 < 0.85 < 1.0 - Echo density in the reverberation decay - lower is more grainy

  • dry_level (float): [Read-Write] Overall dry level of the reverb effect

  • 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

  • wet_level (float): [Read-Write] Overall wet level of the reverb effect

property air_absorption_gain_hf

[Read-Write] Air Absorption - 0.0 < 0.994 < 1.0 - lower value means more absorption

Type

(float)

property bypass

[Read-Write] Bypasses reverb

Type

(bool)

property bypass_early_reflections

[Read-Write] Bypasses early reflections

Type

(bool)

property bypass_late_reflections

[Read-Write] Bypasses late reflections.

Type

(bool)

property decay_hf_ratio

[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.

Type

(float)

property decay_time

[Read-Write] Decay Time - 0.1 < 1.49 < 20.0 Seconds - larger is more reverb

Type

(float)

property density

[Read-Write] Density - 0.0 < 0.85 < 1.0 - Coloration of the late reverb - lower value is more grainy

Type

(float)

property diffusion

[Read-Write] Diffusion - 0.0 < 0.85 < 1.0 - Echo density in the reverberation decay - lower is more grainy

Type

(float)

property dry_level

[Read-Write] Overall dry level of the reverb effect

Type

(float)

property gain

[Read-Write] Reverb Gain - 0.0 < 0.32 < 1.0 - overall reverb gain - master volume control

Type

(float)

property gain_hf

[Read-Write] Reverb Gain High Frequency - 0.0 < 0.89 < 1.0 - attenuates the high frequency reflected sound

Type

(float)

property late_delay

[Read-Write] Late Reverb Delay - 0.0 < 0.011 < 0.1 Seconds - time difference between late reverb and first reflections

Type

(float)

property late_gain

[Read-Write] Late Reverb Gain - 0.0 < 1.26 < 10.0 - gain of the late reverb

Type

(float)

property reflections_delay

[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

Type

(float)

property reflections_gain

[Read-Write] Reflections Gain - 0.0 < 0.05 < 3.16 - controls the amount of initial reflections

Type

(float)

property wet_level

[Read-Write] Overall wet level of the reverb effect

Type

(float)