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reverb_instance

v1.4.8

Plays a reverb snapshot from an entity. Snapshot Name is the event. Shape is the zone.

Find placed ones in the Scene panel with s:reverb_instance. See Filter.

Where you put it

Add the script to an entity you can scale over the room. The ready-made prefab is sound_reverb in Modules\Native\Prefabs\editor_helpers_&_tests.xml. Hide it outside the editor if you only need the zone.

What you set

Native panel. The prefab stores this order.

Panel field What to do with it
Snapshot Name The event id, such as event:/mission/ambient/reverb/wood_interior. The prefab stores an empty string.
Shape Sphere, or left empty. The prefab stores Sphere.
<script name="reverb_instance">
    <variables>
        <variable name="Snapshot Name" value=""/>
        <variable name="Shape" value="Sphere"/>
    </variables>
</script>

What the player hears

event:/mission/ambient/reverb/wood_interior keeps playing (length="-1") and its event max_distance is 100000. It takes no sound parameters. The entity scale is the zone. A village tent scales the child to about 2.2 × 1 × 1.

Ids: Modules\Native\ModuleData\sound_event_data.gen.xml.

Where it lives

Native script. Prefab: Modules\Native\Prefabs\editor_helpers_&_tests.xml, entity sound_reverb.

Examples

Empty zone, sphere shape. Prefab sound_reverb. Snapshot Name is empty. Shape is Sphere.

Wood interior inside a tent. SandBox\SceneObj\vlandia_village_b. Entity tent_vlandia_c has a child sound_reverb scaled to about 2.2 × 1 × 1. Snapshot Name is event:/mission/ambient/reverb/wood_interior. Shape is Sphere.

Tavern zones with the name left blank. SandBox\SceneObj\empire_interior_tavern_a. Entities sound_reverb_zone_01 and sound_reverb_zone_02 use the sound icon and are editor-only. Both store an empty Snapshot Name and an empty Shape.