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I’m currently implementing environmental reverb into our game. In hardware mode we’ll be using EAX, but I want to have something in software mode, even if it’s not as intricate as EAX reverb.

To do that, I’ll be calling System::GetMasterChannelGroup() and attaching a Reverb DSP to it. Then, when an FMOD_REVERB_PROPERTIES structure comes in, I’ll map what paremeters I can to the parameters in Freeverb.

But my sound designer and I have had some problems figuring out the parameters. The DreamPoint website is down, and when I downloaded the Freeverb plugin from another source, the documentation lists some of them (Roomsize, Damp, Wet/Dry Mix), but not Width. So, the first question is: what does the “width” parameter do?

Also, the documentation for Freeverb lists Highpass, Lowpass, and Predelay settings that aren’t in the FMOD_DSP_REVERB enum – would it be possible to provide access to those parameters?

Thank you! 😀

  • Guy
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[quote="Adiss":1xjs92d6]So, the first question is: what does the “width” parameter do?[/quote:1xjs92d6]

A width parameter is usually the stereo width of the reveb. There should be a note on this in the manual.

[quote="Adiss":1xjs92d6]Also, the documentation for Freeverb lists Highpass, Lowpass, and Predelay settings that aren’t in the FMOD_DSP_REVERB enum – would it be possible to provide access to those parameters?[/quote:1xjs92d6]

IIRC the original public domain sources for freeverb do not include these parameters. It is likely the alternate version you found has further features, but not the public domain licence, and thus is not the one used by FMOD.

[quote="Adiss":1xjs92d6]I’m currently implementing environmental reverb into our game. In hardware mode we’ll be using EAX, but I want to have something in software mode, even if it’s not as intricate as EAX reverb.

To do that, I’ll be calling System::GetMasterChannelGroup() and attaching a Reverb DSP to it. Then, when an FMOD_REVERB_PROPERTIES structure comes in, I’ll map what paremeters I can to the parameters in Freeverb.[/quote:1xjs92d6]

Whilst this approach is possible, it is not ideal. We also wish to use a software reverb in our game. The problem is that applying the reverb in serial doesn’t allow for obstruction / exclusion effects by varying the mix of reverb / direct sound.

What would be ideal is if FMOD could allow use of the freeverb through the same api’s as EAX or any other hardware reverb. This would of course need the reverb to work as an aux effect, allowing for sends from each channel.

This also touches on a feature which would be very welcome – the ability to setup any DSP unit as an aux effect and set send values from each channel.

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[quote="brett":vcaqzf53]yes the goal will be to improve it and give it a transparent implementation via the Reverb API.. i can just imagine that when we do that we will have a lot of complaints that it doesnt sound exactly the same as EAX4 :)[/quote:vcaqzf53]

That’s great :) Any timeframe for this?

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Thanks for your answers, justinc!

And, auto-software reverb – SWEET! That’ll be really cool to have. I wouldn’t expect it to sound exactly the same (heh, though I wouldn’t complain :)). Really looking forward to that.

Thank you so much!

  • Guy
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[quote="brett":tr705qgl]i’ll see if it can be put in for this week’s release actually, it won’t be hard it is just the fine tuning and EAX matching that will take the most work, but it can be fairly basic to start out with i think.[/quote:tr705qgl]

Ahh sweet, my two most wanted features in this next build :)

API support alone would be great – it means we can implement reverb now and not later. The job of extending freeverb to EAX4 standards is probably as long as a piece of string.. but given that freeverb is already a high quality reverb (customers always commented how nice the reverb was in my last product, which used freeverb too), I guess it’s more a case of adding the extra features.

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