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[b:2mla1ake]Detailed description:[/b:2mla1ake]
FMOD Designer exposes a list of reverb properties in language that is more familiar to sound designers. However the FMOD Ex runtime code deals with a reverb structure that programmers are more familiar with, i.e. I3DL2 compliant parameters. Generally this discontinuity isn’t a problem, but sometimes people need to interact with the two presentations and be able to translate.

[b:2mla1ake]Solution 1:[/b:2mla1ake]
The general usage of FMOD Designer reverbs is for the runtime to fetch them in code and apply them to the EventSystem. Here the translation is done for you, you simply fetch the preset created in FMOD Designer by name or index and apply the structure.
[code:2mla1ake]EventSystem::getReverbPreset()
EventSystem::getReverbPresetByIndex()
EventSystem::setReverbProperties()[/code:2mla1ake]

[b:2mla1ake]Solution 2:[/b:2mla1ake]
If you are using your own tools, or perhaps you just want a better understand of what is going on here is how the properties are translated.
[code:2mla1ake]Master Level = FMOD_REVERB_PROPERTIES::Room / 100
Decay Time = FMOD_REVERB_PROPERTIES::DecayTime * 1000.0f
HF Decay Ratio = FMOD_REVERB_PROPERTIES::DecayHFRatio
Pre Delay = FMOD_REVERB_PROPERTIES::ReflectionsDelay * 1000.0f
Late Delay = FMOD_REVERB_PROPERTIES::ReverbDelay * 1000.0f
Early Reflections = FMOD_REVERB_PROPERTIES::Reflections / 100 Late Reflections = FMOD_REVERB_PROPERTIES::Reverb / 100
Diffusion = FMOD_REVERB_PROPERTIES::Diffusion
Density = FMOD_REVERB_PROPERTIES::Density
HF Gain = FMOD_REVERB_PROPERTIES::RoomHF / 100
LF Gain = FMOD_REVERB_PROPERTIES::RoomLF / 100
HF Crossover = FMOD_REVERB_PROPERTIES::HFReference
LF Crossover = FMOD_REVERB_PROPERTIES::LFReference

FMOD_REVERB_PROPERTIES::Room = Master Level * 100
FMOD_REVERB_PROPERTIES::DecayTime = Decay Time / 1000.0f
FMOD_REVERB_PROPERTIES::DecayHFRatio = HF Decay Ratio
FMOD_REVERB_PROPERTIES::ReflectionsDelay = Pre Delay / 1000.0f
FMOD_REVERB_PROPERTIES::ReverbDelay = Late Delay / 1000.0f
FMOD_REVERB_PROPERTIES::Reflections = Early Reflections * 100
FMOD_REVERB_PROPERTIES::Reverb = Late Reflections * 100
FMOD_REVERB_PROPERTIES::Diffusion = Diffusion
FMOD_REVERB_PROPERTIES::Density = Density
FMOD_REVERB_PROPERTIES::RoomHF = HF Gain * 100
FMOD_REVERB_PROPERTIES::RoomLF = LF Gain * 100
FMOD_REVERB_PROPERTIES::HFReference = HF Crossover
FMOD_REVERB_PROPERTIES::LFReference = LF Crossover[/code:2mla1ake]

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