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hi!

we have recently implemented base functions of the fmod api (project, group, events, etc…) in our engine nad are now moving towards the reverbs. as i see it, you can have reverbs which are based per channel, or a global system reverb. as some said (can trust that?) per channel reverbs are heavy and do not give expected results, so it would be better to use global reverb?

a few question:
1) while reading the forum, i noticed that the reverb system is still (is it?) in reconstruction phase. could u give us a little feedback on how things are gonna look like?

2) is there a (nice) way to mix reverbs on a global scope? ie: if i create areas with different reverb settings, how can i mix them together?

3) so currently, how do u suggest the reverb system should be set up?

tnx

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We’re currently working on a system that will morph between multiple reverb environments. This basically entails calling System::setReverbProperties every frame after calculating the intersection of the relevant reverb environments. You could probably roll your own pretty easily.

Ultimately, our system will allow you to place mutliple "reverbs" in 3d space and FMOD will automatically morph between them.

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[quote="andrew":3v1mrf7n]You could probably roll your own pretty easily.[/quote:3v1mrf7n]

i did ๐Ÿ˜‰

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[quote="andrew":119w4hta]Ultimately, our system will allow you to place mutliple "reverbs" in 3d space and FMOD will automatically morph between them.[/quote:119w4hta]

this reverbs will based per sounds or on listner?

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there is a listener reverb, and 3d reverbs that are based on how close the sound is to the reverb center.

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SWEEEEEEET! ๐Ÿ˜†

Can’t wait to get my hands on that. :)

Currently I have to switch off Reverb when using multiple listeners.

Reg

ToneDef

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this has nothing to do with multiple listeners

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Still… nice auto transitions between the reverbs is really nice to have ๐Ÿ˜€

ToneDef

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