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Hi,

i have the following problem :

i defined a cube in my scene, an ambiant reverb and a 3D reverb with a diameter of my scene size.

the good point is that i hear the reverberation well when the listener is in the cube.
But i have a problem with 3 faces of the cube. Indeed, i also hear the reverberation when the listener is outside of the cube
(which is not desirable) , but only when he is in front of these 3 faces.

Maybe i did a mistake when i defined the geometry…

sorry for my english,

Thanks,

gothmog

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i find the solution of my problem.
the ambiant preset & the 3D reverb preset were
inverted.

I still have some questions about fmod reverberation :

1) i tried to create a 3D reverberation centered on my listener. And i updated the reverberation 3D attributes according to the listener
movement. But i hear the reverb everywhere in the scene.
So, is it possible to define the listener as center of the reverb ? Or do i have to define a 3D reverb for each object of the scene ?

2) i defined a 3D reverb at the center of an object. i hear the reverb well in the object. But, i do not hear it when i am very near of this object (outside).
I think i shoud hear it since in real life, when you are near of a big wall (for example), you perceive a reverb effect.
So is it normal or do i make a mistake ?

Thanks,

gothmog

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Please, can someone answer my questions ??? :(

Mainly, why the 3D reverb does not work when i connect its center to the listener position ??

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3D reverbs are contained within a sphere. That reverb can be further confined using geometry with areverb occlusion property greater than zero.

[quote:uhdl08rk]1) i tried to create a 3D reverberation centered on my listener. And i updated the reverberation 3D attributes according to the listener
movement. But i hear the reverb everywhere in the scene.
So, is it possible to define the listener as center of the reverb ? Or do i have to define a 3D reverb for each object of the scene ? [/quote:uhdl08rk]
I don’t really understand your question. Reverbs define the reverberation properties of parts of your world. If you have a big room and a small room you would want them to have different reverberation properties so you should define different reverb presets for each room. You must create a 3D reverb object for every room/area of your world that you want to have reverb.

[quote:uhdl08rk]2) i defined a 3D reverb at the center of an object. i hear the reverb well in the object. But, i do not hear it when i am very near of this object (outside).
I think i shoud hear it since in real life, when you are near of a big wall (for example), you perceive a reverb effect.
So is it normal or do i make a mistake ? [/quote:uhdl08rk]
If the geometry has a reverb occlusion value of 1.0 then this is what is expected. If you want less reverb occlusion, then reduce the reverb occlusion value. Try a reverb occlusion value of say 0.8 and you will hear some of the reverb but not all of it outside the geometry. It’s also possible sphere containing that reverb is too small you can try increasing the size.

Hope this helps,

-Pete

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thank you.
I changed the reverb occlusion value and it works fine. 😀

For the first point, i wanted to avoid the creation of reverberation for each object, as i have an high number of diverse objects ( which can be quite complex ).
But these reverberations definitions are after all less exhaustive than i thought.

Thank you again.

gothmog

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