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.