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How can I add reverb to 2D sounds based on their position in the world? I realize this is a strange question; however we have found that our game sound best if the player character sounds and dialogue are 2D. Is there a way to mix the wet/dry signals based using group categories or allow the reverb to affect any 2d sounds played while the player is inside the reverbed space?

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You’ll basically need to apply a reverb DSP to the ChannelGroup(s) that your 2d sounds are playing through. If you look at the docs and in the forums there are lots of examples of how to add DSP effects to groups of sounds in FMOD.

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