ReverbMeshResource
A high-level representation of a collection of vertices and edges that define a shape used for simulating reverb.
Declaration
final class ReverbMeshResourceOverview
Use a ReverbMeshResource to describe the acoustic geometry of your scene. Create one from geometric primitives, custom vertex data, or an existing MeshResource:
// From a geometric primitive:
let room = ReverbMeshResource.shoebox(size: [4, 3, 5])
// From custom vertex data:
let mesh = try ReverbMeshResource(
positions: myPositions,
triangleIndices: myIndices,
materials: perFaceMaterialIndices
)
// From an existing mesh resource:
let mesh = try ReverbMeshResource(from: myVisualMesh)Pair a reverb mesh with Audio.Material values and set a ReverbComponent on an entity to activate simulated reverb:
let reverb: Reverb = .simulated(mesh: room, materials: [.concrete, .carpet])
entity.components.set(ReverbComponent(reverb: reverb))