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How to Set Up Reverb

Guribo edited this page Jul 11, 2026 · 3 revisions

How to Set Up Reverb

Step-by-step guide for adding reverb to player voices and world audio in your scene.

Prerequisites

  1. TLP_PlayerAudioController prefab in your scene at Packages/tlp.udonvoiceutils/Runtime/Prefabs/Core/TLP_PlayerAudioController.prefab
  2. TLP_Essentials prefab at Packages/tlp.udonutils/Runtime/Prefabs/TLP_Essentials.prefab

Player Voice Reverb

Adds reverb to all player voices when they are inside a zone with reverb configured.

1. Configure the Base Reverb Filter

The prefab already includes an AudioReverbFilter on the ActiveGlobalAudioEffects child, pre-assigned to MainAudioReverbFilter. By default the preset is Off.

  1. Expand TLP_PlayerAudioControllerActiveGlobalAudioEffects in the hierarchy
  2. Select the AudioReverbFilter component
  3. Change Reverb Preset from Off to your desired preset (e.g. ConcertHall, Cave, Room)

This filter is activated when a player enters a zone with reverb and deactivated when they leave.

2. Configure Per-Zone Reverb

  1. Create a child GameObject on your zone's PlayerAudioOverride (name it e.g. OptionalReverb)
  2. Add an AudioReverbFilter component to it
  3. Configure the reverb preset for this zone
  4. Disable the GameObject — the system enables it automatically when a player enters the zone and disables it when they leave
  5. Assign the AudioReverbFilter to the Optional Reverb field on PlayerAudioOverride

When a player enters this zone, the controller copies the zone's reverb settings to the main filter. When they leave, reverb is disabled.

3. Test

  1. Play in editor with ClientSim
  2. Walk into the zone — voice should have reverb
  3. Walk out — reverb should stop

WorldAudio Emitter Reverb

Adds distance-based reverb to scene AudioSources (music, ambient, sound effects) managed by the WorldAudio system.

1. Add OccludedEmitter

  1. Add an OccludedEmitter component to your AudioSource GameObject
  2. The required ReverbController, AudioSourceStateController, AudioLowPassFilter, and AudioReverbFilter are added automatically

2. Configure Reverb Intensity

Select the ReverbController component on the same GameObject:

Field Default Description
ReverbImpactWhenClose 0.5 How much reverb applies at close range. 0 = off when close, 1 = always 100%
LowpassFilterCurveExponent 2 Controls how quickly the lowpass filter drops. 1 = linear, 2 = quadratic

3. Test

  1. Play in editor with ClientSim
  2. Walk toward the AudioSource — reverb should be subtle at close range
  3. Walk away — reverb should increase as clarity decreases

Troubleshooting

Symptom Cause Fix
No reverb on player voice Reverb preset still Off on ActiveGlobalAudioEffects Change preset from Off to desired reverb
Reverb not changing per zone Optional Reverb not assigned on override Assign AudioReverbFilter to Optional Reverb field
Reverb always on Player never leaves zone Check trigger collider size, verify OnPlayerTriggerExit fires
Emitter reverb not working Missing OccludedEmitter Add OccludedEmitter to the AudioSource GameObject

See Also

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