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Hi there,

I didnt see the setReverbProperties or setReverbAmbientProperties examples anywhere. And wondered if this is what I want for every sound to get filtered through? Which one? Any initialization I need to add to system in order to ‘turn on’ this feature?

Thanks

-A

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If you call setReverbProperties you will have a global 2D reverb and all your 2D sounds (which are set to have a wet level) will be going through that reverb unit. By calling setReverbProperties with some preset (say FMOD_PRESET_BATHROOM) you are already enabling the reverb and you can disable it by passing it FMOD_PRESET_OFF.

However 3D sounds are unaffected by this reverb and if you are using 3D sounds and want the reverb to simulate a room behaviour you should use the virtual reverbs (Fmod::Reverb) which are reverb spheres that also get updated in 3D.

setReverbAmbientProperties allows you to set a background reverb for these 3D sounds that gets morphed to when the listener is outside those virtual reverb zones.

Hope it helps.

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looks like we’re missing a reverb example, we’ll look at adding a few of these soon.

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