Using Reverb Volumes

Overview

Levels can have different reverb settings in different areas. Reverb volumes are designed in the Editor. Like AmbientVolumes, ReverbVolumes are attached to area shapes or boxes. They can be attached to the same area shape/box as an AmbientVolume.

Create and place ReverbVolumes by following these steps:

  • In the DataBase View, select the Reverb Presets tab.
  • Click P+ to create a new reverb preset.
  • Adjust the values in the Parameters window and click the icon resembling a bar graph, to audition.
  • Save the preset.

If you want to test your preset right away in the database view make sure to select a sound by clicking the folder icon and then picking the desired sound.

You will notice the sound loaded and it's wet settings automatically present in the slider.

In the RollupBar, select the Entity -> Sound -> ReverbVolume object type. Drag this entity to the level.

The properties of the ReverbVolume are adjustable when the entity is selected.

Link the area shape to a ReverbVolume. Like AmbientVolumes, when the player approaches the area shape, the ReverbVolume fades in, reaching full effect when the player enters the shape.

There are a few important ReverbVolume properties to set up.

Property

Description

Enabled

Specifies whether the object is activated inside an AmbientVolume.

FullEffectWhenInside

This flag overrules the mixing of overlapping ReverbVolumes, similar to priorities in the AmbientVolumes.

OuterRadius

The roll-off for the reverb effect.

ReverbPreset

Browse to select the appropriate reverb for the area.

Setting up Reverb Presets

The Reverb Presets library can be found in the DataBase View and contains Reverb Sound Entity scene objects.

Button

Function

Save Presets

Saves the Reverb Presets

Add Preset

Adds a new Reverb Preset

Remove Preset

Removes the selected Reverb Preset

Preview Preset

Plays a sample sound (Editor/Sounds/) with the current preset reverb settings (see s_mpegcompression)

Preset Window

The Preset Window contains all the Reverb Presets of the game.

You can access the parameters for a Reverb Preset by clicking on it.

Parameters Window

The parameters are mainly derived from the I3DL2 specification, which can be found on IASIG.org or in FMOD help. In some reverb implementations, some parameters are completely ignored. Numbers describe min, max, and default values.

All intensity levels or relative attenuations are expressed in hundredths of decibels (millibels, mB). All times are expressed in seconds.

Reverb Parameters

Parameter

Value

nEnvironment

(-1 / 25 / -1) Sets all listener properties by preset. -1 = OFF

fEnvSize

(1.0 / 100.0 / 7.5 in m) Environment size

fEnvDiffusion

(0.0 / 1.0 / 1.0) Environment diffusion

nRoom

(-10000 / 0 / -1000 in mB) Room effect level for both early reflections and late reverberation (at mid frequencies)

nRoomHF

(-10000 / 0 / -100 in mB) Relative room effect level at high frequencies

nRoomLF

(-10000 / 0 / 0 in mB) Relative room effect level at low frequencies

fDecayTime

(0.1 / 20.0 / 1.49 in sec) Reverberation decay time at mid frequencies

fDecayHFRatio

(0.1 / 2.0 / 0.83) High-frequency to mid-frequency decay time ratio

fDecayLFRatio

(0.1 / 2.0 / 1.0) Low-frequency to mid-frequency decay time ratio

nReflections

(-10000 / 1000 / -2602 in mB) Early reflections level relative to room effect

fReflectionsDelay

(0.0 / 0.3 / 0.007 in sec) Initial reflection delay time

fReflectionsPan

x

X-axis component of early reflections panning vector

y

Y-axis component of early reflections panning vector

z

Z-axis component of early reflections panning vector

nReverb

(-10000 / 2000 / 200 in mB) Late reverberation level relative to room effect

fReverbDelay

(0.0 / 0.1 / 0.011 in sec) Late reverberation delay time relative to initial reflection

fReverbPan

x

X-axis component of late reverberation panning vector

y

X-axis component of late reverberation panning vector

z

X-axis component of late reverberation panning vector

fEchoTime

(0.075 / 0.25 / 0.25 in sec) Echo time

fEchoDepth

(0.0 / 1.0 / 0.0) Echo depth

fModulationTime

(0.04 / 4.0 / 0.25 in sec) Modulation time

fModulationDepth

(0.0 / 1.0 / 0.0) Modulation depth

fAirAbsorptionHF

(-100 / 0.0 / -5.0 in mB) Change in level (per meter) at high frequencies

fHFReference

(1000.0 / 20000 / 5000.0 in Hz) Reference high frequency

fLFReference

(20.0 / 1000.0 / 250.0 in Hz) Reference low frequency

fRoomRolloffFactor

(0.0 / 10.0 / 0.0) Like rolloffscale in System::set3DSettings, but for reverb room size effect

fDiffusion

(0.0 / 100.0 / 100.0) Value that controls the echo density in the late reverberation decay

fDensity

(0.0 / 100.0 / 100.0) Value that controls the modal density in the late reverberation decay

nFlags

Modifies the behavior of above properties; do not change this

sTailName

Used to specify a special gunshot tail name for that reverb; currently disabled