Adds a reverberation audio effect to an audio bus.
Emulates an echo by playing a blurred version of the input audio.
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.
$DOCS_URL/tutorials/audio/audio_buses.html
$DOCS_URL/tutorials/audio/audio_effects.html
https://godotengine.org/asset-library/asset/2710
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.
The volume ratio of the original audio. At 0, only the modified audio is outputted. Value can range from 0 to 1.
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.
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.
Time between the original audio and the early reflections of the reverb signal, in milliseconds. Value can range from 20 to 500.
Dimensions of simulated room. Bigger means more echoes. Value can range from 0 to 1.
Widens or narrows the stereo image of the reverb tail. At 1, it fully widens. Value can range from 0 to 1.
The volume ratio of the modified audio. At 0, only the original audio is outputted. Value can range from 0 to 1.