unreal.SubmixEffectReverbFastSettings?

class unreal.SubmixEffectReverbFastSettings(bypass=False, 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 Fast Settings

C++ Source:

  • Module: AudioMixer
  • File: AudioMixerSubmixEffectReverbFast.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
  • 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
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

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