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FoleyGuides

Reverb Volumes

AAgenticReverbVolume room presets and sound class configuration

Reverb Volumes

AAgenticReverbVolume is an Audio Volume subclass with an 11-room preset dropdown. Drop it in a level, select a room type, done.


Room Presets

Room TypeReverb EffectUse Case
TempleLarge, warm reverbIndoor temples, cathedrals
PalaceMedium hall reverbThrone rooms, palaces
CaveLong decay, darkUnderground caves, dungeons
ForestShort, naturalOutdoor forests, clearings
StoneRoomMedium, reflectiveStone corridors, keeps
MarketShort, busyOpen markets, town squares
CorridorNarrow, tightHallways, passages
BattlefieldWide, openLarge open areas
MountainLong echoMountain peaks, cliffs
BunkerTight, metallicUnderground bunkers, rooms
CustomManual configurationFull control over all reverb settings

How It Works

Audio Volume reverb is listener-based. The volume brush must encompass the player camera, not the sound source.

Player enters Audio Volume
  → Engine activates volume's ReverbEffect
  → Each playing sound sends signal to reverb submix
  → ReverbEffect processes the signal
Player exits Audio Volume
  → Reverb fades out over FadeTime

Required Settings

Three layers must be configured. If any is missing, reverb is completely silent.

1. Sound Class

The plugin provides SC_AgenticFoley with reverb enabled:

PropertyValue
apply_ambient_volumesTrue
default2d_reverb_send_amount1.0

All shipped MetaSound presets use this class. Assign it to any custom foley sounds you create.

2. Audio Volume

Place an AAgenticReverbVolume in your level. Select a RoomType from the dropdown. The volume auto-applies:

  • Reverb effect
  • Volume level
  • Fade time
  • Priority

3. Attenuation

Ensure your sound attenuation settings include a reverb send. The shipped foley presets handle this automatically.


Placement Notes

  • Always place instances directly — BP child classes don't serialize brush polygon data reliably
  • Size via Brush Settings — scaling via the transform gizmo breaks brush polygons. Edit size in Details > Brush Settings > Cube Builder (X, Y, Z fields)
  • Overlap is fine — higher priority volumes take precedence when multiple overlap
  • The editor billboard icon auto-updates based on RoomType for visual debugging