Dear FMOD team,
i am a new fmod learner, and i want to model reverberate where in a cave to my project of a game company right now, could you tell me the steps, such as first i must set the FMOD_PRESET_CAVE…
i have already completed the sound positon and play well, listener position update, please teach me how can i do the next, thanks very much!
- alfa1783 asked 9 years ago
Wouldn’t adding a reverb DSP to master also affect 2D sounds?
Also, if one goes and adds an actual reverb object to the world, will FMOD then go and start to apply reverb to 3D sounds using ambient reverb properties outside the reverb’s reach?
Or put differently: will the ambient reverb properties only take effect when there are actual reverb objects in the world?
[quote:320otob0]Wouldn’t adding a reverb DSP to master also affect 2D sounds?/quote]
That is correct. You can also do this using System::setReverbProperties.
[quote:320otob0]Also, if one goes and adds an actual reverb object to the world, will FMOD then go and start to apply reverb to 3D sounds using ambient reverb properties outside the reverb’s reach? [/quote:320otob0]
When you’re outside the reverb’s reach, FMOD will use the system reverb which defaults to FMOD_PRESET_OFF.
[quote:320otob0]will the ambient reverb properties only take effect when there are actual reverb objects in the world?[/quote:320otob0][/quote:320otob0]
The presence of reverb objects in the world doesn’t affect how FMOD processes sounds unless the sounds are within the bounds of those reverb objects.
There is more information about the 3D reverb system in fmodex.chm (Tutorials/3D Reverb Tutorial)
Thanks a lot for the information.
The problem I have is that even though I do set the global ambient reverb properties with setReverbAmbientProperties, these are not applied, i.e. no reverb is added to 3D sounds.
I have read the tutorial and all information regarding reverb in the docs, but can’t find what I’m doing wrong here.
[quote:1kcs5kih]I do set the global ambient reverb properties with setReverbAmbientProperties…[/quote:1kcs5kih]
I cannot reproduce that problem here.
Try adding the following code to the "3d" example that ships with the API
FMOD_REVERB_PROPERTIES prop = FMOD_PRESET_SEWERPIPE;
result = system->setReverbAmbientProperties( &prop );
If you add that code any time after system->init it should work.
edit: FYI: make sure you’re using FMOD_SOFTWARE based sounds, hardware sounds wont support all the features of our reverb system.
Ok, I’ve tried it with the "3d" example and indeed everything’s fine there.
However, still no luck in our code. All sounds are created with FMOD_SOFTWARE and the call to setReverbAmbientProperties comes back with FMOD_OK, but there’s no reverb getting attached to the sounds.
Is there something else in how FMOD gets set up by us that could prevent reverb from working?
Ok got it. Kind of the stuff that makes you go and hide under some rock.
Turns out I never set the ‘Environment’ property of FMOD_REVERB_PROPERTIES correctly and it always ended up being -1, so no surprise there never was any reverb.
Thanks a lot for all the help.
I’m wondering the same thing.
From what I gather from the docs, one has to call setReverbAmbientProperties to set the global reverb environment on 3D sounds that are outside of the influence zone of all Reverb objects.
However, I’m not seeing any effect there and the profiler shows no reverb being added on the sounds. I’m not using Reverb objects BTW. Clearly I’m missing something.
So having the same question as alfa1783 here.
Thanks a bunch in advance.
dragon board? Any idea wud be of great help..Thanks? Im working on a project where i need to interface the hall effect magnetic sensor with the M68hc12 controller.If i can get any code related to this, it can be of great help.Thanks in advance.
- Anonymous answered 9 years ago
As icuurd said, adding a reverb DSP to master is the easiest way to get some simple reverb effects.
For a more complex implmentation you can use FMOD::Reverb objects and enclose them in FMOD::Geometry objects for sound occlusion. To do this, create a Reverb with radius greater than the size of the cave. Then replicate the collision geometry for the cave as FMOD::Geometry with reverbocclusion value= 1.0.
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