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Adding Reverb filter to master output?
Hi, all :)
For specific reason, I need to add reverb filter to Master Audio Output, but I don't know where I can find the Master Audio Bus. I think it might not be possible, because reverb filter in Unity3D is meant to be attached to the indivisual Audio Source as a component. Is there any way to do this available? Or should I just add a huge Reverb Zone to whole scene to affect every sound in the scene can affected by?
Answer by Evil-Dog · May 07, 2011 at 11:31 PM
Put your audio filters on the gameobject containing the AudioListener and it will affect all the sounds.
Just off the top of my head, cause I might have to do like that myself, you COULD create your own script ReverbManager that gets all the reverb filter components in the scene on Start, and when you wanna change your reverb, you change it on your manager and it sets the reverb on all the components.
And I'm going on a limb here but MAYBE your manager could simply find all the gameobjects with an audiosource and add the reverb component by script automatically instead of adding reverb component manually.
you could also specify to your manager different groups of audio source to affect and whatnot.
There are always solutions, just gotta think outside the box
Answer by Jessy · Mar 17, 2011 at 03:32 AM
Sadly, we have no control of routing/busses.
The most important effect to have would be a compressor/limiter, but we don't get that at all, let alone in any kind of bus, where it would be most useful.
On top of that, they make audio filters a Pro feature. You know, because hobbyist game developers / sound designers have $3000 for that. Sad state.
It's not sad, Unity Pro is 1500$ and it's a great investment.
It's not $1500, it's $3000, and I'm fine with the price, other than the not having the money for it. ;-) It would be if the audio features were good enough to entice me to pay it, though! :-O
Unity Pro is 1500$ I bought it. If you're talking about the iphone or android licenses adding an extra 1500$, then why not saying it's 4500$ altogether hehe But no, it's 1500$ and you don't HAVE to make iphone games, you can make standalone game for that price. But I see where you're co$$anonymous$$g from. However, I've never seen a game engine with compressors and limiters in their audio system. You might wanna explore other engines and audio sysmtes like fmod, they may offer a lot more audio capabilities.
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