From the course: Unity 5: 3D Essential Training

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Creating reverb zones

Creating reverb zones

- Every space has a different sound quality to it. What that means is that size, shape of the space, and the materials it's made of effect how that sound bounces in there. We can see the difference between say, a small environment, such as a closed car and a large stoned space. The car is very hushed and quiet. The sound is absorbed by the fabrics and dissipates quickly. In our large factory made of stone and brick, for example, that sound will echo. This is a very loud, live space in here. I'll add in a reverb zone, tuning it for my factory, so I get that loud, live echoey sound within these stone walls. To put in a reverb zone, I'll choose Game Object, Audio, and Reverb Zone. A reverb zone doesn't look like anything particular. It's simply a point in space at a minimum and maximum distance. I'll zoom out a little bit here and place it in my scene. We can see it by its transform hitting W to make sure we see our transform handles and by it's two radii, minimum and maximum distance…

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