| name | reverb |
| description | Apply reverb settings to NPC dialogue entries in sounds.json. Use when the user asks about adding reverb to a quest, location, or NPC, or asks which reverb type fits a given environment. |
Reverb Skill
Adds "reverb" fields to entries in sounds/sounds.json. Reverb is applied via OpenAL EFX when a line plays in-game. Omitting the field defaults to OUTSIDE.
Reverb Types
| Name | Decay | Use For |
|---|
OUTSIDE | 1.5s | Open fields, default |
FOREST | 1.2s | Outdoors with trees/foliage |
FURNISHED_ROOM | 0.4s | Small rooms with furniture |
EMPTY_ROOM | 1.1s | Small rooms, hard surfaces |
HALLWAY | 0.8s | Narrow corridors |
LARGE_HALL | 3.5s | Throne rooms, banquet halls |
SMALL_CAVE | 2.1s | Confined underground spaces |
CAVE | 2.9s | Medium caverns |
BIG_CAVE | 4.3s | Large caverns, caves with vegetation |
CATHEDRAL | 7.2s | Massive enclosed spaces |
JSON Format
{
"line": "NPC: dialogue text",
"file": "questname-npcname-1",
"reverb": "CAVE"
}
Applying Reverb in Bulk
Use scripts/apply_reverb.py to apply reverb to a numbered range of sound entries:
python .claude/skills/reverb/scripts/apply_reverb.py anewbeginning-syndra 1 38 BIG_CAVE
Args: <file-prefix> <start> <end> <reverb-type>
Run from the project root. Modifies sounds/sounds.json in place. Only affects entries that don't already have a reverb field.