Skip to content

Audio Effects

Audio effects include reverb presets for spatial acoustics and EQ presets for frequency filtering. These effects are applied based on environment and player location.

  • DirectoryAssets/Server/Audio/
    • DirectoryReverb/
      • Rev_Default.json
      • Rev_Cave.json
      • Rev_Forest.json
      • Rev_Plains.json
      • Rev_Temple.json
    • DirectoryEQ/
      • EQ_Default.json
      • EQ_Underwater.json

Reverb simulates how sound reflects in different environments. Hytale includes 21 reverb presets.

FieldTypeRangeDescription
DryGainfloat-100 to 0Direct sound level (dB)
Gainfloat-100 to 0Overall reverb level (dB)
ModalDensityfloat0 to 1Echo density
Diffusionfloat0 to 1Diffusion amount
DecayTimefloat0.1 to 20Reverb tail length (seconds)
HighFrequencyGainfloat-100 to 0High frequency attenuation (dB)
HighFrequencyDecayRatiofloat0.1 to 2HF decay relative to LF
ReflectionGainfloat-100 to 10Early reflections level (dB)
ReflectionDelayfloat0 to 0.3Early reflection delay (seconds)
LateReverbGainfloat-100 to 20Late reverb level (dB)
LateReverbDelayfloat0 to 0.1Late reverb delay (seconds)
RoomRolloffFactorfloat0 to 10Distance attenuation factor
AirAbsorbptionHighFrequencyGainfloat-100 to 0Air absorption (dB)
LimitDecayHighFrequencybool-Limit HF decay to LF
PresetDecay TimeCharacter
Rev_PlainsShortOpen, minimal reflection
Rev_Plains_DesertShortDry, sparse
Rev_Plains_FogShortMuffled
Rev_Plains_SnowShortCrisp, dampened
Rev_ForestMediumNatural, diffuse
Rev_Forest_DesertMediumSparse canopy
Rev_Forest_FogMediumDense, atmospheric
Rev_Forest_SnowMediumMuted, cold
Rev_MountainLongOpen, echoing
Rev_Mountain_FogLongAtmospheric
Rev_Mountain_SnowLongCold, distant
Rev_SwampMediumWet, dense
Rev_Swamp_FoggyMediumHeavy atmosphere
PresetDecay TimeCharacter
Rev_CaveLong (~11s)Cavernous, deep echoes
Rev_MineshaftMediumEnclosed, metallic
Rev_TempleMediumStone, reverent
Rev_Temple_GrandLongLarge hall, majestic
Rev_Mage_TowerMediumMagical resonance
Rev_VillageShortPopulated, domestic
Rev_Reflective_SlapShortHard surfaces
Rev_Cave.json
{
"DryGain": 0,
"ModalDensity": 1,
"Diffusion": 1,
"Gain": -15,
"HighFrequencyGain": -39,
"DecayTime": 11,
"HighFrequencyDecayRatio": 1.3,
"ReflectionGain": -10.4,
"ReflectionDelay": 0.2,
"LateReverbGain": 0,
"LateReverbDelay": 0.02,
"RoomRolloffFactor": 0,
"AirAbsorbptionHighFrequencyGain": -0.05,
"LimitDecayHighFrequency": false
}

Key characteristics:

  • Long decay (11s) - Creates deep cave echo
  • High diffusion (1.0) - Smooth reverb tail
  • High frequency attenuation (-39 dB) - Muffled, distant sound
  • Delayed reflections (0.2s) - Simulates large space
Rev_Plains.json
{
"DryGain": 0,
"ModalDensity": 0.3,
"Diffusion": 0.8,
"Gain": -25,
"HighFrequencyGain": -5,
"DecayTime": 1.5,
"HighFrequencyDecayRatio": 0.8,
"ReflectionGain": -20,
"ReflectionDelay": 0.01,
"LateReverbGain": -15,
"LateReverbDelay": 0.01,
"RoomRolloffFactor": 0,
"AirAbsorbptionHighFrequencyGain": -0.02,
"LimitDecayHighFrequency": true
}

Key characteristics:

  • Short decay (1.5s) - Open air, minimal reflection
  • Low density (0.3) - Sparse environment
  • Quiet reverb (-25 dB) - Natural outdoor feel

EQ (equalization) adjusts frequency balance for special audio conditions.

FieldTypeDescription
LowGainfloatBass frequency gain (dB)
LowCutOfffloatLow band frequency (Hz)
LowMidGainfloatLow-mid frequency gain (dB)
LowMidCenterfloatLow-mid center frequency (Hz)
LowMidWidthfloatLow-mid bandwidth
HighMidGainfloatHigh-mid frequency gain (dB)
HighMidCenterfloatHigh-mid center frequency (Hz)
HighMidWidthfloatHigh-mid bandwidth
HighGainfloatTreble frequency gain (dB)
HighCutOfffloatHigh band frequency (Hz)
PresetDescription
EQ_DefaultNo frequency adjustment
EQ_UnderwaterMuffled, filtered sound
EQ_Underwater.json
{
"LowGain": 0,
"LowCutOff": 300,
"LowMidGain": -17.19,
"LowMidCenter": 1000,
"LowMidWidth": 1,
"HighMidGain": -17.9,
"HighMidCenter": 1500,
"HighMidWidth": 1,
"HighGain": -17.9,
"HighCutOff": 4000
}

Key characteristics:

  • Bass preserved (0 dB) - Low frequencies travel well underwater
  • Mid frequencies cut (~-17 dB) - Muffled speech and effects
  • High frequencies cut (~-18 dB) - Water absorbs high frequencies

Effects are applied based on environment configuration:

Environment reference example
{
"ReverbPresetId": "Rev_Cave",
"EQPresetId": "EQ_Default"
}

When moving between environments, effects crossfade:

  • Reverb parameters interpolate smoothly
  • EQ settings blend over transition duration
  • Player position determines active environment
MyPlugin_Rev_CustomDungeon.json
{
"DryGain": 0,
"ModalDensity": 0.7,
"Diffusion": 0.9,
"Gain": -18,
"HighFrequencyGain": -25,
"DecayTime": 4.5,
"HighFrequencyDecayRatio": 1.0,
"ReflectionGain": -8,
"ReflectionDelay": 0.08,
"LateReverbGain": -5,
"LateReverbDelay": 0.03,
"RoomRolloffFactor": 0,
"AirAbsorbptionHighFrequencyGain": -0.03,
"LimitDecayHighFrequency": true
}
MyPlugin_EQ_Magical.json
{
"LowGain": 3,
"LowCutOff": 200,
"LowMidGain": 0,
"LowMidCenter": 800,
"LowMidWidth": 1,
"HighMidGain": 2,
"HighMidCenter": 3000,
"HighMidWidth": 0.8,
"HighGain": 4,
"HighCutOff": 8000
}
ParameterValueReason
DecayTime0.5-2sQuick reflections
ReflectionDelay0.01-0.05sClose walls
Gain-20 to -10Moderate effect
ParameterValueReason
DecayTime3-8sLong echoes
ReflectionDelay0.1-0.3sDistant walls
Gain-15 to -5Prominent effect
ParameterValueReason
DecayTime0.5-2sMinimal reflection
ModalDensity0.2-0.5Sparse echoes
Gain-30 to -20Subtle effect