Adds a reverberation audio effect to an Audio bus. Simulates the sound of acoustic environments such as rooms, concert halls, caverns, or an open spaces. $DOCS_URL/tutorials/audio/audio_buses.html https://godotengine.org/asset-library/asset/678 Defines how reflective the imaginary room's walls are. Value can range from 0 to 1. Output percent of original sound. At 0, only modified sound is outputted. Value can range from 0 to 1. High-pass filter passes signals with a frequency higher than a certain cutoff frequency and attenuates signals with frequencies lower than the cutoff frequency. Value can range from 0 to 1. Output percent of predelay. Value can range from 0 to 1. Time between the original signal and the early reflections of the reverb signal, in milliseconds. Dimensions of simulated room. Bigger means more echoes. Value can range from 0 to 1. Widens or narrows the stereo image of the reverb tail. 1 means fully widens. Value can range from 0 to 1. Output percent of modified sound. At 0, only original sound is outputted. Value can range from 0 to 1.