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# This file is automatically generated. Please don't edit it manually.
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# To submit a bug report on the content, see
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# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
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name: EchoSoundEffect
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type: class
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memory_category: Instances
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summary: |
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Adds delayed repetitions of a sound with diminishing volume.
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description: |
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An echo effect causes a sound to repeat on a delay with diminishing volume,
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simulating the real effect of an echo. This effect can be applied to either an
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individual sound or to a sound group by parenting it to the desired instance.
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The effect is controlled by several properties. First, the Delay is how long
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the effect will wait to play the echoed sound. Feedback determines how much
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the original signal is diminished to play as the echoed sound. Note that this
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echoed sound also goes through the echo effect which will wait another delay
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and play another echo. This process will repeat until the volume of the echoed
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sound is negligible.
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You can also adjust the wet/dry mix of the effect. The dry component of the
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sound is the original sound that the effect is being applied to. You can
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adjust the volume of the dry sound by adjusting the DryLevel. The wet sound is
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the echoed effect itself, and its volume can be adjusted with WetLevel.
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It is recommended to only use the EchoSoundEffect with sound groups. If an
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echo effect is applied to a regular Sound, once that sound stops playing the
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echo effect will also be cut off. When applied to a SoundGroup, the echo
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effect will continue playing even if the original source sound has
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stopped.Like all other `Class.SoundEffect`, a EchoSoundEffect can be applied
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either to a `Class.Sound` or `Class.SoundGroup` by being parented to either.
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code_samples: []
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inherits:
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- SoundEffect
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descendants: []
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tags: []
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deprecation_message: ''
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properties:
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- name: EchoSoundEffect.Delay
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summary: |
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The amount of time between echoes.
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description: |
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Range: 0.01 to 5 (default 1) The amount of time between echoes. Measured
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in seconds.
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If a EchoSoundEffect is applied to a singular sound instead of a sound
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group, if the sound stops playing before the delay causes an echo, the
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echo will not play. Because of this, it is recommended to apply echo
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effects to SoundGroups and not Sounds.
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code_samples: []
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type: float
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tags: []
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: State
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serialization:
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can_load: true
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can_save: true
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capabilities:
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- LegacySound
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- name: EchoSoundEffect.DryLevel
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summary: |
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The output volume of the original sound.
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description: |
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Range: -80 to 10 (default 0) The output volume of the original sound.
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code_samples: []
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type: float
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tags: []
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: State
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serialization:
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can_load: true
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can_save: true
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capabilities:
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- LegacySound
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- name: EchoSoundEffect.Feedback
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summary: |
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The echo decay every time the echo plays.
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description: |
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Range: 0 to 1 (default 0.5) The echo decay every time the echo plays.
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Setting this at it's minimum (0) will cause no feedback, meaning the echo
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won't be audible at all. Setting this at the maximum (1) will have no
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decay, meaning the echoed sound will play at the level of the original and
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will not diminish over time.
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code_samples: []
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type: float
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tags: []
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: State
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serialization:
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can_load: true
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can_save: true
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capabilities:
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- LegacySound
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- name: EchoSoundEffect.WetLevel
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summary: |
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The output volume of the echoed effect.
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description: |
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Range: -80 to 10 (default 0) The output volume of the echoed effect.
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code_samples: []
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type: float
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tags: []
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: State
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serialization:
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can_load: true
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can_save: true
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capabilities:
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- LegacySound
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methods: []
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events: []
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callbacks: []
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