rdSplatTools Tutorial 2.5 – Reverb Area
Last Updated: 22nd September 2026
Tutorial created using rdSplatTools version 1.00
This tutorial shows how you can control the amount of reverb on your sounds from rdSplatMaps – this can be very useful around canyons and ravines. It uses the FirstPerson Game Mode
Step 1. Create or Load a Level and create a canyon.
Create or load a level and create or use a simple canyon. Set the GameMode to FirstPerson.

Step 2. Open the rdSplat Edit Mode and Paint in the canyon
Now go to the rdSplatTools Edit Mode, set the brush to a strength of 1.0, 0.0 falloff and a larger size and paint inside and around the canyon, imagining roughly where the reverb would start to kick in.

Step 3. Smooth it off slightly to give a ramp for the reverb.
Now smooth off the edges a bit so there’s a ramp up into the reverb, it doesn’t need to be a large falloff for this, so here the default 32.0 is used.

Right, now save that and exit back to Selection Mode.
Step 4. Create the Reverb Submix
Now Create a Audio Impulse Resource (IR_Canyon), a SubmixEffectReverb (SubmixEffect based on SubmixEffectReverbPreset) (SoundEffectSubmixPreset_Canyon) and a Sound Submix (SUBMIX_Canyon_Reverb) – Right-Click in the content browser, New->Audio->Advanced.
Leave the ImpuleResource at its defaults.
In the SUBMIX_Canyon_Reverb, add a Submix Effect Chain item and set it to the SoundEffectSubmixPreset_Canyon. Leave the rest as their defaults.
In the SoundEffectSubmixPreset_Canyon – set these:
Bypass Early Reflections: off
Reflections Delay: 0.007
High Frequency Gain: 0.65
Reflections Gain: 0.3
Bypass Late Reflections: off
Late Delay: 0.1
Decay Time: 3.5
Density: 0.5
Diffusion: 0.5
HF Air Absorption Gain: 0.75
HF Decay Ratio: 0.5
Late Reflections Gain: 1.26
Gain: 1.0
Wet Level: 1.0
Dry Level: 1.0
Step 5. Edit the FirstPerson Blueprint
Now open the FirstPerson Blueprint into the BP Editor and add an Audio Component, point it to your test sound. Then navigate to the Events.
Add this Function: The Submix is the one you created in Step 4.

Add this to the BeginPlay Event: (Plays a sound to simulate footsteps when moving).

Step 6. Done, now play and test the sound
That’s it. Now just play the level and walk to and away from the canyon, you should hear the reverb kick in as you get close.
