But all I do is EventSystem::setReverbProperties with a preset fetched with EventSystem::getReverbPresetByIndex. I don’t fill out anything and I don’t see why I should if I haven’t missed anything. Also, it works on 360 but not on Win32.
No, the reverb is cross-platform code, and so doesnt differ per platform. We haven’t had any complaints like this, you’ll have to provide a consise example of what you mean, is it possible your parameters are differing/you are not initializing the reverb property structure properly on each platform?
I didn’t know anything about initializing reverb per platform so I’ll try and look into whatever I have been missing there. Could that explain the ps3 issues as well? That is that the reverb sounds different on ps3 than on other platfoms (posted in another thread)
All i mean is you’re possibly not filling out every member (so different default values are supplied on each platform due to random memory patterns). There is no platform dependency in fmod’s software engine. The reverb is exactly the same on all platforms.
We use reverb settings specified in FMOD Designer and ran into a problem where our sound designer changed the settings for one platform but didn’t update all of the other platforms. So, in Designer and on one platform, the reverb was great, but on our other platforms, reverb was on, but not at all what we expected.
- audiodev answered 11 years ago
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