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Hi,
I have used FMOD EX for some time now without any major problems. I have created a number of computer game related applications, some of which have involved using FMOD’s custom DSP engine to implement my own VST reverb algorithm within a 3D gaming environment.

I am now trying to use FMOD’s EAX hardware based reverb support for implementation within a new game prototype I am currently working on. I have successfully setup FMOD, setting DSOUND output and 3D Hardware channels that are required for using the reverb.

I have no problems with ‘System’ wide EAX hardware reverb, i.e. (please ignore the custom class wrappers):

FMOD_REVERB_PROPERTIES prop = FMOD_PRESET_GENERIC;
game_sound_system.system->setReverbProperties(&prop);
game_eax_test.play_sound_entity(false, FMOD_CHANNEL_FREE);

However, I cannot get channel based EAX reverb working at all. I have tried the following code:

FMOD_REVERB_CHANNELPROPERTIES eax_test;
game_eax_test.channel->setReverbProperties(&eax_test);
game_eax_test.play_sound_entity(false, FMOD_CHANNEL_FREE);

Probably something simple that I have missed but any help would be appreciated. I feel that it would also be helpful for the FMOD community to have an example/tutorial demonstrating the implementation of EAX hardware reverb, 3D occlusion(possibly loading from a 3ds max file) and the creation/transition of multiple EAX reverb environments. It would help me a lot anyway and I’m sure there are many people out there working on similar projects.

Thanks,

John.

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i’m not sure where you got the channel handle from if you’re calling a reverb function on it before playing it, you have to play first.

also you’re just passing an uninitialized structure to it.

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Brett,
thanks for the advice, however I still cannot get the channel based EAX reverb to work.

Would it be possible for you to post or send me sample source code showing how the whole environmental EAX reverb system should be correctly set-up? This would be a great help!

Thanks,

John.

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Got everything working fine now.

Cheers.

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