EAX reverb variables are currently calculated using generic formulas that provide a decent starting point for most games. But you may want to adjust these variables to suit the style/environments in your game. > WARNING - the functions within `CustomEAXFormulas` will run on background threads. Do not attempt to access data from the main thread here. To provide custom formulas, create a class that overrides `CustomEAXFormulas`. ```cs public class MyEaxFormulas : CustomEAXFormulas { // This function will run on background threads public override float CalculateDiffusion() { return 0.5f; } } ``` Then set this on the [[RaytracingContext]]: ```cs var settings = new RaytracingContextSettings() { customEaxFormulas = new MyEaxFormulas() }; var context = new RaytracingContext(settings); ``` You can also set it at runtime: ```cs // Clear the custom formulas context.UpdateCustomEAXFormulas(null); // Use new custom formulas context.UpdateCustomEAXFormulas(new MyEaxFormulas()); ``` ## Reference View the `CustomEAXFormulas.cs` file in the `SDK > References` folder to see how each reverb property is currently calculated.