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Hello, I have a category of sounds that I’ll like to effect with underwater reverb. I’ve seen the examples but they are active on 3D distance which I don’t need, or solely for a Music system playback.
I just need a generic effect that leaves out different groups or categories, like menu sounds for example.

I’ve tried something like:-

[code:3ey7oq18]result = fmodEventSystem->createReverb(&eventreverb1);
FMOD_REVERB_PROPERTIES reverbprops = FMOD_PRESET_UNDERWATER;
reverbprops.Instance = 1;
eventreverb1->setProperties(&reverbprops);
eventreverb1->setActive(true);[/code:3ey7oq18]

I’ve tried using a channel property on each sound, like:

   [code:3ey7oq18] FMOD_REVERB_CHANNELPROPERTIES    props;
event->getReverbProperties(&props);
props.Flags = FMOD_REVERB_CHANNELFLAGS_INSTANCE1;
props.Room = 0;
event->setReverbProperties(&props);[/code:3ey7oq18]

..But it still didn’t do anything. How do I make it affect a category or group?
Do I need a channel property? Do I have to set properties for all the sounds effected or can I do that globally?
Please can someone point me to a simple example of how this effect works in CPP using EventSystem’s
Thanks,
Dave

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