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The ambient sound environment preset used by SoundService.

The Enum/ReverbType this property simulates a range of different environment’s impact on sound. Each different option corresponds with a preset available in the FMOD sound engine. For example, when AmbientReverb is set to Hangar, the sound will reverberate differently to simulate being in a large enclosed space.

Changing the AmbientReverb effects the following properties used by Roblox’s sound engine.

  • Reverberation decay time
  • Initial reflection delay time
  • Late reverberation delay time relative to initial reflection
  • Reference high frequency
  • High-frequency to mid-frequency decay time ratio
  • Value that controls the echo density in the late reverberation decay
  • Value that controls the modal density in the late reverberation decay
  • Reference low frequency
  • Relative room effect level at low frequencies
  • Relative room effect level at high frequencies
  • Early reflections level relative to room effect
  • Room effect level at mid frequencies

Those interested in finding more out about ambient reverb presets should see the FMOD documentation on the topic. For most developers however, the Enum/ReverbType names are descriptive enough to be able to use this setting without advanced knowledge.

Code Samples

Dynamic Reverb System

The code in this sample, when ran from a LocalScript, will change the SoundService/AmbientReverb property of SoundService when the player is inside a BasePart tagged using CollectionService.

To add or remove tags and reverb types, change the entries in the ‘reverbTags’ table.