Am I correct in understanding that the "Room" value is the actual master level of a reverb setting, in terms of how loud it is, since all of the other reverb level attributes are relative to "Room".
Also, can you control the rolloff frequency (cross-over point) between Room and Room HF?
Can I also make a request for future versions of Designer that units be presented more in terms of what is seen on typical reverb units: ie: pre-delay times in milliseconds(ms), and levels in decibels(dB).
I’m finding it very hard to make sense of these numbers because the units of measurement are so foreign to me.
- mattconnolly asked 7 years ago
Took me two full days to make sense of it, and tweaking the reverbs is an ongoing process. Initially I found the whole experience counter-intuitive, but fiddle for long enough, and you start to get a sense of what parameters interact with each other, and which can be tweaked with no fear of influencing already correct settings.
Useability improvements would certainly be a relief to the current often frustrating and slow bit by bit adjustments necessary due to non-realtime update.
Last time we looked into this I believe the response was along the lines of "creative EAX uses these parameters, so…" or some such. It sure would add to FMOD’s appeal if this aspect of Designer were addressed, that’s for sure. I for one would let out an audible "YAY!"
- Michael T answered 7 years ago
[quote:1tlr3wn5]"creative EAX uses these parameters, so…"[/quote:1tlr3wn5]
Isn’t that like telling programmers to write in assembly language because that’s how the processor works?
I’m more interested in being able to control reverb settings with a language
that’s consistent with conventional reverb units, such as the old faithful Lexicon PCM90.
Digidesign Pro Tools DVerb plugin is one of the simplest of interfaces that I’ve seen, and it’s useful enough to do lots of things (quality aside). Here’s a snapshot of the window:
- mattconnolly answered 7 years ago
I’m finding both the SFX reverb and the Reverb Definitions very difficult to understand and even get working. I really need some usability improvements and more specific examples in the manual.
I have FMOD Designer setup to playback using an ASIO 5.1 output. I’m auditioning an event containing a multi channel .wav (4CH QUAD) on a layer with the surround panner set to QUAD 4.1 no pan adjustments. FMOD Designer auditions this file fine as expected using the correct channel assignments.
When I move my "send" to the reverb up I hear and see that the reverb returns equally in all 5.1 channels L C R Ls Rs Lfe regardless of the content. This suggests that the reverb input is mono and your returning it equally to all surround channels. Please confirm.
Improving reverb usability in designer is high on our agenda.
Yes, the input to the reverb unit is mixed to mono and raising the send level increases the volume equally out of all channels. The audio coming out of the reverb is not the same for each channel – the sound is decorrelated as can be expected for any multichannel reverb.
Thanks for the comment
Can you guys change how the return works ? Currently I’m testing out with a 2D event layer (mono source files) panned into surround using the surround effect set to 4.1 (quad) and a reverb effect send. The way its working now FMOD returns reverb to the LFE and center !! Ideally I would get my returns corresponding to the send configuration. Thanks
The mode setting in the surround pan effect is only used for previewing what it will sound like when the sound system is set up in that configuration. The mode setting is not saved when you build, only the the panning position and LFE gain are stored and the effect will calculate the gains according to your speaker setup at runtime (unless you use the surround tool just to set speaker levels on your event in designer in which case the levels are stored according to the selected mode). As an aside, the reverb sounds will always come out of all channels when previewing with reverb in designer.
Just to clarify, do you want all sounds coming out in 4.1 or just that event and the reverb?
If you want everything to come out in 4.1 you should use System::set3DSpeakerPosition() on the centre speaker with ‘active’ set to false.
If you want the reverb to come out as 4.1 you can obtain the reverb DSP at runtime and disable the centre speaker on it (let me know if you want the steps for this).
Otherwise, if you want the reverb of that event only to come out in 4.1 then that’s a more complicated and unusual case. The speaker levels of the event cannot be used to determine the speaker levels of the reverb sound for two reasons:
1. Due to the nature of the reverb effect, panning of the reverb sound is independant of the panning of the event as the reverberant sound is comming from all around.
2. The reverb effect mixes all incoming sounds before processing and each event might have different speaker levels.
You’ll need a dedicated reverb DSP set to 4.1 if you want to do that.
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