0
0

After having updated from 4.06 to 4.08 I have noticed quite alot of differences in how reverbs are interfaced and handled.

  • I can’t seem to find how to create a EventReverb, only global and ambience reverbs.
  • EventReverbs have spatiallity. Can they be headrelative or should I use some other kind of reverb if I want that behaviour like ambience reverb?
  • Since reverbs can be spatial I assume there is a possibillity of having more than one reverb. Is this true? If so then how many? And what’s the impact on performance?
  • You must to post comments
0
0

Ignore the question about how to create an EventReverb. I must have been blind that missed the function EventSystem::createReverb :) Anyways, some new question quickly appeared:

  • Should all reverbs be interfaced thru the EventReverb interface?
  • What’s the big difference between ambience and other reverbs?
  • How do I turn on/off ambience reverb
  • You must to post comments
0
0

global reverb – EventSystem::setReverbProperties
3d location based reverbs – EventSystem::createReverb

To get a pre defined preset for either of those functions use getReverbPreset.

To get behaviour as 4.06, use getReverbPreset and setReverbProperties.
4.06 had ‘reverb objects’ but they werent even unique or instancable, any time you set a reverb object active it would override the previous one.

Did you read the docs on the other functions? The ambient reverb is the reverb setting the 3d morphs to when you are outside the sphere of a 3d reverb. Its like having spot lights and ambient light.
You don’t turn it off, its the background reverb. If you want none it is set to preset_off , but thats if you’re using 3d reverbs.

  • You must to post comments
0
0

So, what you are saying is that ambience reverb should be considerd something you either have or don’t have, ie it’s not really designed to be toggled. Fair enough. Reverb zones then, will they (when using 4.08) work in perfect blend with ambience reverb and can there be multiple reverb zones and if so how many? Both your reply and the docs seem a little unclear about this.

  • You must to post comments
0
0

from the api docs:

[quote:171eovo8]
EventSystem::createReverb

Use EventSystem::setReverbAmbientProperties to set a ‘background’ default reverb environment. This is a reverb that will be morphed to if the listener is not within any virtual reverb zones.
By default the ambient reverb is set to ‘off’.
Creating multiple reverb objects does not impact performance. These are ‘virtual reverbs’. There will still be only 1 physical reverb DSP running that just morphs between the different virtual reverbs.
EventSystem::setReverbProperties can still be used in conjunction with the 3d based virtual reverb system. This allows 2d sounds to have reverb. If this call is used at the same time virtual reverb objects are active, 2 physical reverb dsps will be used, incurring a small memory and cpu hit.


[/quote:171eovo8]

I guess that pretty much answers my questions and I should be reading the docs more carefully :)[/quote]

  • You must to post comments
0
0

I have a hopefully simple question about how the ambient reverb "morphs" with any EventReverb zones.

I would like to implement effectively the inverse of an EventReverb sphere, such that at the centre the reverb is zero (or low) and sounds further away from the origin have stronger reverb applied.

Is this possible to do by setting the ambient reverb to maximum, and defining an EventReverb sphere with minimal reverb properties? Or is the ambient more of an "additive" effect? Or is there perhaps a better way?

Apologies for not just trying this out for myself, but I am under very tight schedules at the moment for other stuff, and only really need to know if this is possible right now.

Thanks in advance.

  • You must to post comments
0
0

You could add a effect layer with a Reverb Balance in the Event Editor and have it decrease your dry level and increase wet level based on the distance parameter?

  • You must to post comments
Showing 6 results
Your Answer

Please first to submit.