unreal.SubmixEffectReverbSettings

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

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
  • 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 drylevel 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 wetlevel of the reverb effect
air_absorption_gain_hf

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

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 drylevel 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 wetlevel of the reverb effect