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 Type | Reverb Effect | Use Case |
|---|---|---|
| Temple | Large, warm reverb | Indoor temples, cathedrals |
| Palace | Medium hall reverb | Throne rooms, palaces |
| Cave | Long decay, dark | Underground caves, dungeons |
| Forest | Short, natural | Outdoor forests, clearings |
| StoneRoom | Medium, reflective | Stone corridors, keeps |
| Market | Short, busy | Open markets, town squares |
| Corridor | Narrow, tight | Hallways, passages |
| Battlefield | Wide, open | Large open areas |
| Mountain | Long echo | Mountain peaks, cliffs |
| Bunker | Tight, metallic | Underground bunkers, rooms |
| Custom | Manual configuration | Full 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 FadeTimeRequired 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:
| Property | Value |
|---|---|
apply_ambient_volumes | True |
default2d_reverb_send_amount | 1.0 |
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
RoomTypefor visual debugging