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:
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. |
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) |
The Preset Window contains all the Reverb Presets of the game.
You can access the parameters for a Reverb Preset by clicking on it.
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.
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 |