Oculus Spatial Reverb

Requires FMOD Studio 1.08 and later.

Place the Oculus Spatial Reverb effect before the Fader on the Master Bus channel. These parameters will affect all sounds in the project using the Oculus Spatializer Plugin.

  1. From the main menu, select Window > Mixer.
  2. In the space before the Fader, right-click (Cmd+click on Mac) and select Add Effect > Plug-in Effects > Oculus Spatial Reverb.
Note: There is no need to send to this reverb, the sends are set up internally inside the plugin. This effect does not perform any processing on the input signal, it simply mixes in the spatial reverb from its internal sends.

This effect contains parameters that directly control the reverb as well as global settings that are shared across all instances of the spatializer.


Refl. Engine

This global setting enables/disables the reflection engine (room model) for all sound sources, including early reflections and late reverberation. For more information, see Attenuation and Reflections in our Audio SDK Guide.


Enables the shared reverb output from the Oculus Spatial Reverb effect, based on room size.

Bypass All

This global setting bypasses processing in all instances of the Oculus Spatializer, Oculus Ambisonics, and the Oculus Spatial Reverb effects in the project. May be used for A/B testing.

Global Scale

Specifies a scaling factor to convert game units to meters. For example, if the game units are described in feet, the Global Scale would be 0.3048. Default value is 1.0.

Room Width / Height / Length

Global settings that control the dimensions of the room model used for early reflections and reverb.

Refl. Left / Right / Up / Down / Front / Back

Global settings that control the reflectivity of the walls of the room model used for early reflections and reverb.

Range Min/Max

Controls the attenuation calculations for the spatial reverb.