# SoundEnvironment
An audio zone. Put one in a room, a cave, a street, and the AudioPlayers under the same object tree register with it automatically. When the environment activates, it takes over the mix: the AudioMixer values lerp to its settings and its players crossfade in, so switching zones transitions smoothly instead of cutting.
Only one environment is active at a time. Activate one by checking its active prop, or from code with SoundEnvironment.switchTo().
# Static
switchTo(environment, transition?): activates the given environment and deactivates the previous one.active: SoundEnvironment: the currently active environment.
# Props
| Prop | Type | Default | Description |
|---|---|---|---|
| reverbDecay | number (0 to 10) | 2 | The reverb decay this environment applies to the mixer. |
| reverbWet | number (0 to 1) | 0.3 | How wet the reverb is in this zone. |
| echoTime | number (0 to 1) | 0.3 | The echo delay time in this zone. |
| echoFeedback | number (0 to 0.95) | 0.35 | The echo feedback in this zone. |
| echoWet | number (0 to 1) | 0 | How wet the echo is in this zone. |
| sfxSend | number (0 to 1) | 0.4 | How much of the SFX bus feeds the zone's reverb. |
| ambienceSend | number (0 to 1) | 0.4 | How much of the Ambience bus feeds the zone's reverb. |
| voiceSend | number (0 to 1) | 0.4 | How much of the Voice bus feeds the zone's reverb. |
| transition | number (0 to 10) | 1 | How long the crossfade takes when the environment activates. |
| masterVolume | number (0 to 1) | 1 | The master volume while this environment is active. |
| active | checkbox | Whether this environment is the active one. |
# Methods
activate(transition?): activates this environment.deactivate(transition?): deactivates it.enable()/disable(): activate or deactivate without a transition.addPlayer(player): registers an AudioPlayer with the environment.setReverb(decay, wet)/setBusSend(bus, amount)/setMasterVolume(value): runtime setters that drive the mixer.
A note on buses: only the SFX, Ambience and Voice buses feed the environment reverb. Music and the other buses stay dry, so music doesn't get muddy inside reverby zones.