Unity’s built-in Reverb Zone component only supports a spherical shape.
That works fine for small rooms, but not for long corridors, rectangular halls, or irregular spaces — the sound coverage often feels unnatural.
To experiment with a more flexible solution, I created a system that allows Box, Capsule, and Sphere-based reverb zones.
This approach provides more accurate acoustic simulation for different environments and smoother blending between overlapping areas.
Key features of this approach include:
• Over 40 pre-tuned reverb presets (Cave, Bathroom, Forest, Arena, etc.)
• Runtime AudioReverbFilter management
• Collider synchronization for quick setup
• Adjustable blending speed and distance weighting
Demo video: https://youtu.be/dmBRF6IcDHc
If you’d like to explore the full implementation, there’s a reference on the Unity Asset Store:
Advanced Reverb Zone | Audio | Unity Asset Store
Disclaimer: This post’s text was assisted by AI but manually verified, edited, and approved by me before posting.
