# Set Sound Reverb For Players
Grammar — Set sound reverb to reverb over duration seconds (Ambient: ambient, Global: global) for player group players
Flags —Native|Action
Sets sound reverb for specific players
# Arguments
playergroup— Playersstring<gamelink::Reverb> — Reverbfixed— Durationbool— Ambientbool— Global
Returns — void
native void SoundSetReverbForPlayers(
playergroup players,
string inReverbLink,
fixed inDuration,
bool inAmbient,
bool inGlobal,
);
# Related
Category: Sound / Sound Settings
- Set Sound Factors —
void— SoundSetFactors - Set Sound Reverb For Players —
void— SoundSetReverbForPlayers
# Examples
mods/novastoryassets.sc2mod — base3.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.sc2mod — base3.sc2maps/maps/campaign/nova/nova07.sc2map/MapScript.galaxy:4204
}
SoundSetReverbForPlayers(PlayerGroupAll(), "Reverb_Nova07", 1.0, true, true);
return true;
}
mods/novastoryassets.sc2mod — base3.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.sc2mod — base3.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.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.sc2mod/base3.sc2maps/maps/campaign/nova/nova07.sc2map — MapScript.galaxy:4204
}
SoundSetReverbForPlayers(PlayerGroupAll(), "Reverb_Nova07", 1.0, true, true);
return true;
}
mods/novastoryassets.sc2mod/base3.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.sc2mod/base3.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);