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Normal Topic bReverbZones (Read 919 times)
Yautja (Predator)
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Michael Uhl

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bReverbZones
Oct 8th, 2014 at 5:31pm
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As I'm finally finishing up my map-pack, I have had a lot of problems with Reverb Zones. I set the desired range of options in each zone info I want in my level, but they don't seem to work in game. Like in the UEd 2.1, I have separate zones with individual reverb settings. These settings work and sound fine in the editor IF i go through a portal brush. However if i say, clip through the geometry, it uses the pre-existing Reverb zone settings and not the one that you are currently in. I know its a lot of conflicting information and it is hard to explain through a wall of text but yeah.

So in game lets say i have a large outdoor area with a good amount of reverb delay. I also have a Nali house that also has a reverb zone but is more suited for having sounds that are immediately resonated because the walls or the house would probably make that sound in reality. Now I go from outside area with the delay to inside the Nali house; but wait the reverb from the outside area with the delay CARRIES over into the house. Even when the house uses a portal brush to separate the zones. I just really don't understand whats going on..

I'm using FMOD btw.
  

someone else got the Predator username, but I've been lurking around unreal for 11 years as that name
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Smirftsch
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Re: bReverbZones
Reply #1 - Oct 8th, 2014 at 5:39pm
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I am not sure if I can follow you now entirely, but it acts like any other zone, if the zones are separated correctly, it SHOULD switch immediately- maybe try with an other sound renderer as well, especially galaxy can be used always for reference since it works like it was originally intended.
OpenAL however only does a rough translation of the effect, the direct manipulation used in galaxy and old fmod is not possible anymore like this, but it offers a lot of predefined EFX effects instead and is also supported in swfmod.
  

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Yautja (Predator)
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Michael Uhl

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Re: bReverbZones
Reply #2 - Oct 9th, 2014 at 2:10am
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Ahh I see. It seemed to just be the audio driver. Thanks for the clarification.
  

someone else got the Predator username, but I've been lurking around unreal for 11 years as that name
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