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Hi,

I’m currently tracking down a bug in our audio implementation. I found out, that releasing an EventReverb object (and later creating a new one) can cause strange problems in further audio processing (sounds not beeing played, weird 3d-panning behavior, etc.). It seems, that creating/releasing EventReverb objects are messing with the DSP chain, is that correct?

Now I’m caching a bunch of EventReverb object after initialization, manage them in a freelist and release them before shutdown. This way, everything seems to work fine.

Ist it somehow a problem to create/release reverbs or other-dsp effects during a running game (with playing audio). Can you give me some more insights how EventReverb modifies the DSP chain? Can I somehow "cleanup" the DSP chain after messing it up?

Thanks & Best regards,
Philip

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Nobody, really?
Let me rephrase my question: What’s the best way to handle EventReverb-objects e.g. during a level-transition? Can I safely release them, even if still sounds playing?

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