0
0

Hey,

Some questions about Reverbs. FMOD has several ways to use them, I’m checking what would fit my needs. Most interesting are 3D reverbs, which are -if I understand correctly- placed like spheres. A few concerns though:

1- How to override 3D reverbs? For example, if the player is drunk I’d like to add or override with a "dizzy" reverb.

2- Most rooms have cubes shapes. I would either need a lot of spheres to nicely fill the cube. Or accept the Reberb effect to be gone at the corners. This is not acceptable for water-volumes though. Is there an easy way to fix that?

3- Does the count matters much (performance/memory wise)? I have a rather big roaming world. So as you move, rooms will be deleted and added, and so will the reverbs that belong to these rooms. I know FMOD only picks a few nearby reverbs, no matter how many there are. But still, maybe I should be careful?

4- I assume FMOD nicely mixes, but just checking… If I stand in reverb A -sewer pipe-, and a sound is played inside reverb B -stone corridor-. What will I hear? Only reverb A or B, or a mixture?

5- Finally, in general, are 3D reverbs advised for game scenario’s (on modern PC hardware), or… is manual setting up still preferred?

Rick

  • You must to post comments
0
0

Yeah you can definately make tunnels with FMOD geometry, it is very common to do this in car racing games for example.

  • You must to post comments
0
0

Cool, great to know about this…I am guessing this would work for tunnels? the 3d reverb system in FMOD is great.

[quote:1y5nw1es]This is a common use case, although the reverbs are ‘spheres’ you can make them any shape you like by enclosing them inside occlusion geometry. By setting the reverb occlusion of the geometry to one, the reverb will be completely contained within the geometry.[/quote:1y5nw1es]

  • You must to post comments
0
0

Great, just let us know if you have any further questions.

  • You must to post comments
0
0

R(eceiver), L(istener) :) But ok, the polygon(s) facing the player do the work. I expected the reverse, but no problemo.

Well, the whole sound module is up and running for our hobby game now! No more questions for now, time to pass the torch to the sound engineers to create some content!

Thanks,
Rick

  • You must to post comments
0
0

Use FMOD_REVERB_PROPERTIES::Instance to set which instance to use.

Edit: My collegue informs me that the 3D reverb system has it’s own separate instance so you can just use System::setReverbProperties and it shouldn’t interfere with 3D reverb system at all.

[quote:2bnik8gy]X……..||……..L
X is a soundsounce, || TWO wall polygons, R a listener. The walls uses single-sided polygons. Now when X plays, which of the two walls "occlusion/reverb" settings will be used? The left or the right? I assume the left one, since it faces towards X. But I could be wrong of course.[/quote:2bnik8gy]
I see no R and what is L?! 😛
Assuming ‘L’ is the listener, it will be the right one, the geometry facing the listener occludes.

Something else worth mentioning is how they stack. If they were double sided they would both take effect. So if they both had occlusion values of 0.1 each, the total transmission would be: (1.0 – 0.1) * (1.0 – 0.1) = 0.81.

  • You must to post comments
0
0

That sounds all good. Happy again I’m trying out FMOD!

[b:eb285e27]>> you can make them any shape you like by enclosing them inside occlusion geometry[/b:eb285e27]
Ah, now I understand what the "reverb occlusion" factor is for in the geometry demo! So, I could make one big sphere that eventually overlaps multiple rooms. In the end a sound will only affected by it if it can shoot a ray towards the reverb-origin without getting occluded. Ifso, brilliant.

[b:eb285e27]>> There are multiple (four) reverb instances…[/b:eb285e27]
Ok. Two reverbs would be enough for us. One from the environment, one for the listener himself. So, coding-wise that would be:
[code:eb285e27]
// Create 3D reverbs
soundSystem->setReverbAmbientProperties( &reverbTable[id] );

// Environment ambient (Between the zones)
soundSystem->createReverb( &reverb );
reverb->setProperties( &reverbTable[reverbIndex] );

// Extra (override) channel for the listener
soundSystem->setReverbProperties( &reverbTable[id] );
[/code:eb285e27]
Anything missing? I can’t see anything about the four reverb instances…

Oh another small question. When setting up 3D geometry like this:
X……..||……..L
X is a soundsounce, || TWO wall polygons, R a listener. The walls uses single-sided polygons. Now when X plays, which of the two walls "occlusion/reverb" settings will be used? The left or the right? I assume the left one, since it faces towards X. But I could be wrong of course.

Thanks!

  • You must to post comments
0
0

[quote:1p7zakn0]1- How to override 3D reverbs? For example, if the player is drunk I’d like to add or override with a "dizzy" reverb.[/quote:1p7zakn0]
There are multiple (four) reverb instances, the 3D reverb system uses instance zero. You can put your "dizzy" reverb on any of the other instances.

[quote:1p7zakn0]2- Most rooms have cubes shapes. I would either need a lot of spheres to nicely fill the cube. Or accept the Reberb effect to be gone at the corners. This is not acceptable for water-volumes though. Is there an easy way to fix that?[/quote:1p7zakn0]
This is a common use case, although the reverbs are ‘spheres’ you can make them any shape you like by enclosing them inside occlusion geometry. By setting the reverb occlusion of the geometry to one, the reverb will be completely contained within the geometry.

[quote:1p7zakn0]3- Does the count matters much (performance/memory wise)? I have a rather big roaming world. So as you move, rooms will be deleted and added, and so will the reverbs that belong to these rooms. I know FMOD only picks a few nearby reverbs, no matter how many there are. But still, maybe I should be careful?[/quote:1p7zakn0]
I am not aware of any customers having issues with having too many reverb spheres. I guess it really depends how many, but I would reccomend just making as many as you need optimizing it later if the need arises.

[quote:1p7zakn0]4- I assume FMOD nicely mixes, but just checking… If I stand in reverb A -sewer pipe-, and a sound is played inside reverb B -stone corridor-. What will I hear? Only reverb A or B, or a mixture?[/quote:1p7zakn0]
You are right, FMOD blends the reverbs together for you.

[quote:1p7zakn0]5- Finally, in general, are 3D reverbs advised for game scenario’s (on modern PC hardware), or… is manual setting up still preferred?[/quote:1p7zakn0]
The 3D reverb system is quite powerful and high performance, if it meets your requirements then use it. If it is lacking features you need then you would have to manually set up your own.

  • You must to post comments
Showing 7 results
Your Answer

Please first to submit.