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.
Asset Location
Section titled “Asset 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 Presets
Section titled “Reverb Presets”Reverb simulates how sound reflects in different environments. Hytale includes 21 reverb presets.
Reverb Schema
Section titled “Reverb Schema”| Field | Type | Range | Description |
|---|---|---|---|
DryGain | float | -100 to 0 | Direct sound level (dB) |
Gain | float | -100 to 0 | Overall reverb level (dB) |
ModalDensity | float | 0 to 1 | Echo density |
Diffusion | float | 0 to 1 | Diffusion amount |
DecayTime | float | 0.1 to 20 | Reverb tail length (seconds) |
HighFrequencyGain | float | -100 to 0 | High frequency attenuation (dB) |
HighFrequencyDecayRatio | float | 0.1 to 2 | HF decay relative to LF |
ReflectionGain | float | -100 to 10 | Early reflections level (dB) |
ReflectionDelay | float | 0 to 0.3 | Early reflection delay (seconds) |
LateReverbGain | float | -100 to 20 | Late reverb level (dB) |
LateReverbDelay | float | 0 to 0.1 | Late reverb delay (seconds) |
RoomRolloffFactor | float | 0 to 10 | Distance attenuation factor |
AirAbsorbptionHighFrequencyGain | float | -100 to 0 | Air absorption (dB) |
LimitDecayHighFrequency | bool | - | Limit HF decay to LF |
Available Presets
Section titled “Available Presets”Outdoor Presets
Section titled “Outdoor Presets”| Preset | Decay Time | Character |
|---|---|---|
Rev_Plains | Short | Open, minimal reflection |
Rev_Plains_Desert | Short | Dry, sparse |
Rev_Plains_Fog | Short | Muffled |
Rev_Plains_Snow | Short | Crisp, dampened |
Rev_Forest | Medium | Natural, diffuse |
Rev_Forest_Desert | Medium | Sparse canopy |
Rev_Forest_Fog | Medium | Dense, atmospheric |
Rev_Forest_Snow | Medium | Muted, cold |
Rev_Mountain | Long | Open, echoing |
Rev_Mountain_Fog | Long | Atmospheric |
Rev_Mountain_Snow | Long | Cold, distant |
Rev_Swamp | Medium | Wet, dense |
Rev_Swamp_Foggy | Medium | Heavy atmosphere |
Interior Presets
Section titled “Interior Presets”| Preset | Decay Time | Character |
|---|---|---|
Rev_Cave | Long (~11s) | Cavernous, deep echoes |
Rev_Mineshaft | Medium | Enclosed, metallic |
Rev_Temple | Medium | Stone, reverent |
Rev_Temple_Grand | Long | Large hall, majestic |
Rev_Mage_Tower | Medium | Magical resonance |
Rev_Village | Short | Populated, domestic |
Rev_Reflective_Slap | Short | Hard surfaces |
Example: Cave Reverb
Section titled “Example: Cave Reverb”{ "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
Example: Plains Reverb
Section titled “Example: Plains Reverb”{ "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 Presets
Section titled “EQ Presets”EQ (equalization) adjusts frequency balance for special audio conditions.
EQ Schema
Section titled “EQ Schema”| Field | Type | Description |
|---|---|---|
LowGain | float | Bass frequency gain (dB) |
LowCutOff | float | Low band frequency (Hz) |
LowMidGain | float | Low-mid frequency gain (dB) |
LowMidCenter | float | Low-mid center frequency (Hz) |
LowMidWidth | float | Low-mid bandwidth |
HighMidGain | float | High-mid frequency gain (dB) |
HighMidCenter | float | High-mid center frequency (Hz) |
HighMidWidth | float | High-mid bandwidth |
HighGain | float | Treble frequency gain (dB) |
HighCutOff | float | High band frequency (Hz) |
Available Presets
Section titled “Available Presets”| Preset | Description |
|---|---|
EQ_Default | No frequency adjustment |
EQ_Underwater | Muffled, filtered sound |
Example: Underwater EQ
Section titled “Example: Underwater EQ”{ "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
Environment Application
Section titled “Environment Application”Effects are applied based on environment configuration:
{ "ReverbPresetId": "Rev_Cave", "EQPresetId": "EQ_Default"}Transition Blending
Section titled “Transition Blending”When moving between environments, effects crossfade:
- Reverb parameters interpolate smoothly
- EQ settings blend over transition duration
- Player position determines active environment
Creating Custom Effects
Section titled “Creating Custom Effects”Custom Reverb
Section titled “Custom Reverb”{ "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}Custom EQ
Section titled “Custom EQ”{ "LowGain": 3, "LowCutOff": 200, "LowMidGain": 0, "LowMidCenter": 800, "LowMidWidth": 1, "HighMidGain": 2, "HighMidCenter": 3000, "HighMidWidth": 0.8, "HighGain": 4, "HighCutOff": 8000}Reverb Design Guidelines
Section titled “Reverb Design Guidelines”Small Spaces
Section titled “Small Spaces”| Parameter | Value | Reason |
|---|---|---|
| DecayTime | 0.5-2s | Quick reflections |
| ReflectionDelay | 0.01-0.05s | Close walls |
| Gain | -20 to -10 | Moderate effect |
Large Spaces
Section titled “Large Spaces”| Parameter | Value | Reason |
|---|---|---|
| DecayTime | 3-8s | Long echoes |
| ReflectionDelay | 0.1-0.3s | Distant walls |
| Gain | -15 to -5 | Prominent effect |
Outdoor
Section titled “Outdoor”| Parameter | Value | Reason |
|---|---|---|
| DecayTime | 0.5-2s | Minimal reflection |
| ModalDensity | 0.2-0.5 | Sparse echoes |
| Gain | -30 to -20 | Subtle effect |
Related
Section titled “Related”- Audio Overview - Audio system overview
- Sound Events - Sound event definitions
- Environments - Environment configuration