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Hi.

With a stereo asset, I’m using the Channel Mix effect to alter the balance of a dry sound on one channel, and its reverb on the other. This is then coupled with the Reverb Balance effect to send more of the signal to the reverb DSP as the baked-in reverb is faded out. The idea is to cross-fade between an "outdoor" reverb that’s baked into the sample and an "indoor" reverb provided by FMOD.

However, when I turn the reverb on in Designer, the Channel Mix effect appears to stop working and both channels become audible again.

Any suggestions?

Thanks.

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[quote="JeffOfDeath":1e80un7w]Hi.

With a stereo asset, I’m using the Channel Mix effect to alter the balance of a dry sound on one channel, and its reverb on the other. This is then coupled with the Reverb Balance effect to send more of the signal to the reverb DSP as the baked-in reverb is faded out. The idea is to cross-fade between an "outdoor" reverb that’s baked into the sample and an "indoor" reverb provided by FMOD.

However, when I turn the reverb on in Designer, the Channel Mix effect appears to stop working and both channels become audible again.

Any suggestions?

Thanks.[/quote:1e80un7w]

Which platform and version are you running? I remember the Channel Mix effect had an issue on Mac a version or 2 ago. Does the ‘MultiChannelMusic’ example (shipped in the example.fdp with Designer) work? Either way, a new version of Designer will be available in the next day or so. I’ve checked the Mac version, and the Channel Mix effect is working as expected.

As for blending the 2 different reverbs. Have you thought about using FMOD’s 3D reverbs are allowing fmod to automatically morph between them? You would need to create reverb definitions for the indoor and outdoor reverb setting using designer. The programmer would need to place 3D reverbs into the level, and assign your definitions. The programmer can also ‘contain’ the 3D reverb spheres using the Geometry (Occlusion) API.

I think the 3D reverbs are the way to go – unless your baked in indoor sound is generated via a convolution reverb. I could imagine it would be difficult to reproduce an impulse of an indoor area using FMOD’s reverb plugin….

cheers,
Templar

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Thanks for the reply.

We’re already morphing the reverbs between various indoor and outdoor environments but for this particular event we want long, very high quality outdoor reverb tails when outdoors but a very close, roomy sound indoors (all without using up tons of memory on seperate assets and loads of CPU time, naturally) We’re recording the source material outdoors and using the nautral reverb so low-CPU cost DSP just can’t compete.

We’re running on PC, but the version of Designer we’re using is a bit older – 4.1505. I’m told we’re updating to a newer one soon so it sounds like that’s the solution.

Cheers.

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Hi,

[quote="JeffOfDeath":3sdmys5d]… when I turn the reverb on in Designer, the Channel Mix effect appears to stop working and both channels become audible again.[/quote:3sdmys5d]

I have reproduced this in the current release of Designer. The Channel Mix effect is still working on the dry path, but the wet path (going through the reverb) is unaffected by Channel Mix. Is this what you’re getting?

I have put this issue in our tracker. We’ll get it fixed as soon as we can.

Thanks,
Ben

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This is fixed for this week’s release.

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