# Reverb Trails issue

**URL:** <https://unity.neuraldsp.com/t/reverb-trails-issue/4677>\
**Category:** Feature Requests\
**Created:** [May 20, 2021, 12:15am UTC](https://unity.neuraldsp.com/t/reverb-trails-issue/4677 "2021-05-20T00:15:34Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![tian.jay](https://avatars.discourse-cdn.com/v4/letter/t/50afbb/32.png) [@tian.jay](https://unity.neuraldsp.com/u/tian.jay)\
**Post date:** [May 20, 2021, 12:15am UTC](https://unity.neuraldsp.com/t/reverb-trails-issue/4677/1 "2021-05-20T00:15:34Z")

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I have a preset that has a Cave Reverb with really long decay… when switching to a scene where the mix is at 0, the decay is cut off, even with “Trails” (spillover) ON.

This may be the way the algorithm is designed but Trails should allow the decay to… well decay naturally to 0, not just be abruptly cut off. There’s no point having a “Trails” switch if it doesn’t spillover… hopefully this is just a bug!

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**Author:** ![onyir](https://avatars.discourse-cdn.com/v4/letter/o/8edcca/32.png) [@onyir](https://unity.neuraldsp.com/u/onyir)\
**Post date:** [May 20, 2021, 12:32pm UTC](https://unity.neuraldsp.com/t/reverb-trails-issue/4677/2 "2021-05-20T12:32:01Z")

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Have you tried bypassing the reverb in that scene, instead of setting the mix to 0?

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**Author:** ![tian.jay](https://avatars.discourse-cdn.com/v4/letter/t/50afbb/32.png) [@tian.jay](https://unity.neuraldsp.com/u/tian.jay)\
**Post date:** [May 20, 2021, 10:14pm UTC](https://unity.neuraldsp.com/t/reverb-trails-issue/4677/3 "2021-05-20T22:14:22Z")

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Ah yes, that does work. Thanks for posting!
