One Logo Pool Ball
RealityFoundation · IOS API REFERENCE

Reverb

struct · iOS 18.0+ · SDK 27.1

struct Reverb

The reverberation RealityKit applies to spatial audio sources. You can configure the reverb for spatial audio sources in your RealityKit content with the ``ReverbComponent``. ```swift let cinema = Entity() let reverb: Reverb = .preset(.mediumRoomDry) cinema.components.set(ReverbComponent(reverb: reverb)) ```

Members (3)

static · iOS 18.0+

preset

TypeScript
static preset(preset: Reverb_Preset): Reverb
Swift declaration
static func preset(_ preset: Reverb.Preset) -> Reverb

Returns a reverb instance that you can set on a reverb component. - Parameter preset: A reverberation preset. - Returns: Reverb that can be set on a ``ReverbComponent``.

get · iOS 18.0+

anechoic

TypeScript
static get anechoic(): Reverb
Swift declaration
static let anechoic: Reverb

A reverb instance that applies no reverberation to spatial audio sources. - Warning: ``Reverb/anechoic`` will cause spatial audio sources to lose externalization, or the sense that an audio source is in a person's space. Only use this case when when the immersive environment is abstract or otherwise unrealistic.

static · iOS 27.0+

simulated

TypeScript
static simulated(mesh: ReverbMeshResource, materials?: Array<Audio_Material>): Reverb
Swift declaration
static func simulated(mesh: ReverbMeshResource, materials: [Audio.Material] = [.default]) -> Reverb

A reverb that is simulated from a reverb mesh and materials. Use this factory method to create a reverb that ray-traces acoustic geometry at runtime, simulating how sound reflects through the space defined by the mesh: ```swift entity.components.set( ReverbComponent(reverb: .simulated(mesh: roomMesh, materials: [.concrete, .carpet, .glass])) ) ``` As spatial audio sources move through the space, the reverb updates dynamically — reflections tighten near walls and open up in larger areas. - Parameters: - mesh: The reverb mesh resource that defines the acoustic geometry of the space. - materials: An array of audio materials that define how each surface absorbs and scatters sound. Each element corresponds to a material index in the mesh. Defaults to ``Audio/Material/default``. - Returns: A reverb configured for runtime acoustic simulation.

Skipped declarations

No declarations were skipped in this snapshot.

All RealityFoundation types →