The reverb raytracing results can be access via the `RawReverb`, `ProcessedReverb` and `ListenerEAXReverb` fields on your [[RaytracingContext]] instance. ```cs public void Update() { // Perform raytracing on background threads context.Update(...); // Must wait until raytracing has completed at least once if (context.ReverbCalculated) { // Print reverb stats Console.WriteLine(context.RawReverb.ReturnedTotal); Console.WriteLine(context.ProcessedReverb.OutsidePercent); Console.WriteLine(context.ListenerEAXReverb.DecayLFRatio); Console.WriteLine(context.OutsideEAXReverb.Diffusion); foreach (var voiceEax in context.BlendedEAXReverb) Console.WriteLine(voiceEax.GainLF); } } ``` You can copy the values from a `EAXReverb` directly onto an EAX reverb preset in your engine. If you wish to calculate these values yourself, see [[Custom EAX Formulas]]. ## Reverb Variables `RawReverb` contains the raw results of raytracing. More details are in [[RawReverbResults]]. ```cs float DistanceTotal; float ReturnedTotal; float OutsideTotal; ``` `ProcessedReverb` contains the results of raytracing that have been processed into a more dev-friendly format. More details are in [[ProcessedReverbResults]]. ```cs public float ReturningPercent; public float OutsidePercent; public float RoomVolume; public float RoomSurfaceArea; public Vector3F RoomPosition; public Vector3F RoomDimensions; public float SurfaceAreaToVolumeRatio; public float MeanFreePath; public float SabineRT60_LF; public float SabineRT60_HF; public float EyringRT60_LF; public float EyringRT60_HF; public float TheoreticalRT60; public float MeasuredMeanFreePath; public float MeanFreePathRatio; public float MeasuredRT60_LF; public float MeasuredRT60_HF; // Scattering public float MaterialRoughnessLF; public float MaterialRoughnessHF; public float MaterialRoughness => (MaterialRoughnessLF + MaterialRoughnessHF) / 2; public float MaterialSmoothnessLF => 1.0f - MaterialRoughnessLF; public float MaterialSmoothnessHF => 1.0f - MaterialRoughnessHF; public float MaterialSmoothness => 1.0f - MaterialRoughness; // Absorption public float MaterialAbsorptionLF; public float MaterialAbsorptionHF; public float MaterialAbsorption => (MaterialAbsorptionLF + MaterialAbsorptionHF) / 2; ``` `EAXReverb` contains values that can be directly set on an EAX reverb effect. More details are in [[EAXReverbResults]]. > These EAX values are calculated using generic formulas, so you may want to calculate these yourself. Check out [[Custom EAX Formulas]] for more details. ```cs Vector3F Pan; Vector3F Center; // The center of the 'room' float ReflectionsDelay; float Density; float Diffusion; float GainLF; float GainHF; float Gain; float DecayTime; float DecayLFRatio; float DecayHFRatio; float ReflectionsGain; float LateReverbGain; float LateReverbDelay; float EchoTime; float EchoDepth; float ModulationTime; float ModulationDepth; float AirAbsorptionGainHF; float HFReference; float LFReference; float RoomRolloffFactor; int DecayHFLimit; ```