Another very important thing we can do with audio in Unity is we can apply audio effects. We've already talked a little bit about these. But here, we're going to show you in the screencast exactly how it works. If I select my cube again, which has the audio source on it, as well as the audio source, I can add audio effects. So if I select a reverb filter, and we can see it's a bunch of parameters, but I'll keep the standard ones. And if I play the audio through the reverb filter, you can see it sounds different. Then, if when I turn the audio filter off. And I can add multiple filters, for example, I could add an audio chorus filter and that will also change the sound. You hear that sort of coming in and out of the sound. We can add filters specifically to objects. So an audio object can have a filter applied that can add delay or reverb or pitch shift and there are lots of other standard effects, including things like chorusing, flanging, and compression. Now I can't really go into much detail about what these things do. We don't really have the time for that. You might want to experiment with them. But more or less, the most important things that you need to make a nice scene are delay, reverb, pitch shift, and volume. One of the ways you can use reverb in a very creative way in Unity is to create something called a reverb zone. Now a reverb zone is a great way of automatically adding a reverb effect to a particular audio source or an object when it's in a particular part of the environment. So let's say you've got a room and that room has a particular feel to it, a particular reverb, you can add a reverb zone which covers that room. Now if the player enters that room, anything which is in that room, either which is brought in by the player such as it's guns, the player's guns or whatever, or any sounds the player makes when they're in that room will have reverb on it. Any sounds which are atmospheric, which are being generated by objects that are in that space will also be treated by reverb. If any of those objects or if the player themselves moved out of the room, then the reverb will slowly die away. So when you leave that effect when you move of the zone the effect is removed. This is a great way of controlling the ambience of spaces. And it's a really useful feature in Unity. So now I'm going to add a reverb zone to the scene. So it's a particular place where reverb will be applied to all audio. So I'm going to go and select gameobject audio and audio reverb zone. So this creates a game objects, but it's not a physical measure object, it's just an empty game object. And if the object is near the reverb zone, it will have audio effects applied to it. And you can see, it's got these two spheres around it and these are the inner and outer reverb zone. So we can adjust these in and out to change the size of the reverb zone and how much it will affect the object. And depending on whether the object is inside or outside of the reverb zone, it will have a different sound.