# Set Sound Reverb For Players

Grammar — Set sound reverb to reverb over duration seconds (Ambient: ambient, Global: global) for player group players
FlagsNative | Action

Sets sound reverb for specific players

# Arguments

  • playergroup — Players
  • string<gamelink::Reverb> — Reverb
  • fixed — Duration
  • bool — Ambient
  • bool — Global

Returns — void

native void SoundSetReverbForPlayers(
	playergroup players,
	string inReverbLink,
	fixed inDuration,
	bool inAmbient,
	bool inGlobal,
);

Category: Sound / Sound Settings

# Examples

mods/novastoryassets.sc2modbase3.sc2maps/maps/campaign/nova/nova07.sc2map/MapScript.galaxy:3786

    CinematicFade(true, 1.5, c_fadeStyleNormal, ColorWithAlpha(0.00, 0.00, 0.00, 0.00), 0.0, false);
    VisExploreArea(gv_pLAYER_01_USER, RegionEntireMap(), false, false);
    SoundSetReverbForPlayers(PlayerGroupAll(), "Reverb_Nova07", 1.0, true, true);
    SoundtrackPlay(PlayerGroupAll(), c_soundtrackCategoryMusic, gv_mapMusicTrack, c_soundtrackCueAny, c_soundtrackIndexAny, false);
    gv_mapStage = 1;

mods/novastoryassets.sc2modbase3.sc2maps/maps/campaign/nova/nova07.sc2map/MapScript.galaxy:4204

    }

    SoundSetReverbForPlayers(PlayerGroupAll(), "Reverb_Nova07", 1.0, true, true);
    return true;
}

mods/novastoryassets.sc2modbase3.sc2maps/maps/campaign/nova/nova07.sc2map/MapScript.galaxy:10167

    CinematicFade(false, 1.0, c_fadeStyleNormal, ColorWithAlpha(0.00, 0.00, 0.00, 0.00), 0.0, false);
    libNCMI_gf_CinematicModeCampaign(true, 1.0, true);
    SoundSetReverbForPlayers(PlayerGroupAll(), "Off", 1.0, true, true);
    CameraSave(gv_pLAYER_01_USER);
    libNtve_gf_StoreUnitSelection(gv_pLAYER_01_USER, libNtve_ge_UnitSelectionStoreOption_ClearUnitSelection);

mods/novastoryassets.sc2modbase3.sc2maps/maps/campaign/nova/nova07.sc2map/MapScript.galaxy:10924


    CinematicFade(false, 1.0, c_fadeStyleNormal, ColorWithAlpha(0.00, 0.00, 0.00, 0.00), 0.0, false);
    SoundSetReverbForPlayers(PlayerGroupAll(), "Off", 1.0, true, true);
    libNCMI_gf_CinematicModeCampaign(true, 1.0, true);
    UnitClearSelection(gv_pLAYER_01_USER);

mods/novastoryassets.sc2mod/base3.sc2maps/maps/campaign/nova/nova07.sc2mapMapScript.galaxy:3786

    CinematicFade(true, 1.5, c_fadeStyleNormal, ColorWithAlpha(0.00, 0.00, 0.00, 0.00), 0.0, false);
    VisExploreArea(gv_pLAYER_01_USER, RegionEntireMap(), false, false);
    SoundSetReverbForPlayers(PlayerGroupAll(), "Reverb_Nova07", 1.0, true, true);
    SoundtrackPlay(PlayerGroupAll(), c_soundtrackCategoryMusic, gv_mapMusicTrack, c_soundtrackCueAny, c_soundtrackIndexAny, false);
    gv_mapStage = 1;

mods/novastoryassets.sc2mod/base3.sc2maps/maps/campaign/nova/nova07.sc2mapMapScript.galaxy:4204

    }

    SoundSetReverbForPlayers(PlayerGroupAll(), "Reverb_Nova07", 1.0, true, true);
    return true;
}

mods/novastoryassets.sc2mod/base3.sc2maps/maps/campaign/nova/nova07.sc2mapMapScript.galaxy:10167

    CinematicFade(false, 1.0, c_fadeStyleNormal, ColorWithAlpha(0.00, 0.00, 0.00, 0.00), 0.0, false);
    libNCMI_gf_CinematicModeCampaign(true, 1.0, true);
    SoundSetReverbForPlayers(PlayerGroupAll(), "Off", 1.0, true, true);
    CameraSave(gv_pLAYER_01_USER);
    libNtve_gf_StoreUnitSelection(gv_pLAYER_01_USER, libNtve_ge_UnitSelectionStoreOption_ClearUnitSelection);

mods/novastoryassets.sc2mod/base3.sc2maps/maps/campaign/nova/nova07.sc2mapMapScript.galaxy:10924


    CinematicFade(false, 1.0, c_fadeStyleNormal, ColorWithAlpha(0.00, 0.00, 0.00, 0.00), 0.0, false);
    SoundSetReverbForPlayers(PlayerGroupAll(), "Off", 1.0, true, true);
    libNCMI_gf_CinematicModeCampaign(true, 1.0, true);
    UnitClearSelection(gv_pLAYER_01_USER);