At the moment, no. The reverb presets are given to the programmer, then the programmer calls EventSystem::setReverbProperties with the data retrieved with getReverbPreset.
Because there is no link between the active reverb and the preset any more the network tweaking as no way to know what to modify.
We will probably do something about that in a future release.
edit: actually we could just modify the preset data, but the programmer would have to keep calling EventSystem::getReverbPreset and EventSystem::setReverbProperties to hear it update in realtime.
I see what you are saying Brett, but perhaps it doesn’t even have to be that complex.
Network reverb tuning could just directly control the running environment reverb regardless of which reverb preset had been previously called in the game. The user could then adjust any reverb preset at any time and audition it whenever they want. Pick a new reverb preset in designer and make it active while network audition is connected, and it is now the reverb you are hearing and editing in context of the game.
In fact, I’d say this arrangement would be more flexible than being limited to tuning the same reverb preset that had previously been called in the game. Imagine a sound designer using a reverb sandbox level with lots of sounds to play with and really fast iteration of multiple reverb presets in realtime on the target platform.
I, too, would appreciate a way to audition changes to reverb parameters in real time. Have there been any relevant changes since the latest post? Or has anyone discovered a clever workaround that I may benefit from? It would be very cool, indeed, to see dockable tabs or improvements to network auditions in the future—but is there anything I can do in version 1.7.7? (I DO think designer is making some awesome strides, BTW) Thanks!
- scbrown answered 9 years ago
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