REVERBS
Contents |
About
REVERBS is used in ZDoom to make realistic sound environments. The basic idea of reverb is to have echoes/re-pitched sounds in rooms to make them sound like what they actually are, like a cliff edge or warehouse.
Switching underwater reverb on
To enable automatic underwater effects, go to the sound options in ZDoom, and switch on 'underwater water sound reverb'. This will switch on underwater reverb (for sectors using Transfer_Heights water). Underwater reverb is automatic, and doesn’t require any special behavior in the maps for its use. You can also force the underwater reverb effect on in any area of your map by using a SoundEnvironment thing with its first two arguments set to 255 (see below).
Note that this menu option is only for enabling automatic underwater effects in swimmable water. Any reverb environments that have been placed in the map will always be heard, regardless of this option.
Using reverb in your maps
To use reverb in your maps, you need to place the SoundEnvironment thing (ednum 9048) into your map, and then change its arguments. The first two values are used.
Because only one reverb can be used at a time, you may want to block off a reverb thing from taking over the whole map. To do this, border the area with lines set to be zone boundaries. In a UDMF map, set zoneboundary to be true. In the Hexen map format, use Line_SetIdentification, with argument 2 set to 1.
If you set the reverb thing to inactive in your map editor, the reverb effect will not take effect immediately. You can then activate it via ACS to "turn on" the reverb effect. However, you cannot simply deactivate the thing to disable the reverb effect; instead, you must activate another one in the same area. If you want the reverb to turn off completely, you can add a reverb thing with its properties set to 0 0 (See below) and activate it when you'd like to disable all reverb effects.
An example map is found here: http://zdoom.org/files/examples/eax.zip
Defining a reverb environment
An environment definition takes a fancy name within strings and two numbers as identifiers, the number combination must be unique. The rest is a list of named parameters within curly braces. On Windows, ZDoom includes an interactive reverb editor accessible with the reverbedit console command that lets you adjust these settings and get feedback in realtime.
- AirAbsorptionHF float
- bDecayHFLimit bool
- bEchoTimeScale bool
- bEchoTimeScale bool
- DecayHFRatio float
- DecayLFRatio float
- DecayTime float
- Density float
- Diffusion float 100.000
- EchoDepth float 1.000
- EchoTime float 0.095
- Environment int
- EnvironmentDiffusion float
- EnvironmentSize float
- HFReference float
- LFReference float
- ModulationDepth float
- Reflections int
- ReflectionsDelay float
- Reverb int
- ReverbDelay float
- Room int
- RoomHF int
- RoomLF int
Example
This is the "Castle Alcove" environment defined in ZDoom.pk3's REVERBS lump.
"Castle Alcove" 30 0
{
Environment 20
EnvironmentDiffusion 0.890
RoomHF -600
RoomLF -2000
DecayTime 1.640
DecayHFRatio 0.870
DecayLFRatio 0.310
Reflections -100
ReflectionsDelay 0.007
Reverb -500
ReverbDelay 0.034
EchoTime 0.138
EchoDepth 0.080
HFReference 5168.600
LFReference 139.500
bDecayHFLimit true
bEchoTimeScale true
}
List of reverb IDs
| Name | ID |
|---|---|
| Off | 0 0 |
| Alley | 14 0 |
| Arena | 9 0 |
| Auditorium | 6 0 |
| Bathroom | 3 0 |
| Carpetted Hallway | 11 0 |
| Castle Alcove | 30 0 |
| Castle Courtyard | 30 1 |
| Castle Cupboard | 30 2 |
| Castle Hall | 30 3 |
| Castle Large Room | 30 4 |
| Castle Long Passage | 30 5 |
| Castle Medium Room | 30 6 |
| Castle Short Passage | 30 7 |
| Castle Small Room | 30 8 |
| Cave | 8 0 |
| Chapel | 31 0 |
| City | 16 0 |
| City Abandoned | 32 0 |
| City Library | 32 1 |
| City Museum | 32 2 |
| City Streets | 32 3 |
| City Subway | 32 4 |
| City Underpass | 32 5 |
| Concert Hall | 7 0 |
| Dizzy | 24 0 |
| Dome Saint Paul | 33 0 |
| Dome Tomb | 33 1 |
| Driving Commentator | 34 0 |
| Driving Empty Grandstand | 34 1 |
| Driving Full Grandstand | 34 2 |
| Driving In-Car Luxury | 34 3 |
| Driving In-Car Pit Garage | 34 6 |
| Driving In-Car Racer | 34 4 |
| Driving In-Car Sports | 34 5 |
| Driving Tunnel | 34 7 |
| Drugged | 23 0 |
| Dusty Room | 35 0 |
| Factory Alcove | 36 0 |
| Factory Courtyard | 36 1 |
| Factory Cupboard | 36 2 |
| Factory Hall | 36 3 |
| Factory Large Room | 36 4 |
| Factory Long Passage | 36 5 |
| Factory Medium Room | 36 6 |
| Factory Short Passage | 36 7 |
| Factory Small Room | 36 8 |
| Forest | 15 0 |
| Generic | 0 1 |
| Hallway | 12 0 |
| Hangar | 10 0 |
| Ice Palace Alcove | 37 0 |
| Ice Palace Courtyard | 37 1 |
| Ice Palace Cupboard | 37 2 |
| Ice Palace Hall | 37 3 |
| Ice Palace Large Room | 37 4 |
| Ice Palace Long Passage | 37 5 |
| Ice Palace Medium Room | 37 6 |
| Ice Palace Short Passage | 37 7 |
| Ice Palace Small Room | 37 8 |
| Living Room | 4 0 |
| Mood Heaven | 38 0 |
| Mood Hell | 38 1 |
| Mood Memory | 38 2 |
| Mountains | 17 0 |
| Outdoors Backyard | 39 0 |
| Outdoors Creek | 39 1 |
| Outdoors Deep Canyon | 39 2 |
| Outdoors Rolling Plains | 39 3 |
| Outdoors Valley | 39 4 |
| Padded Cell | 1 0 |
| Parking Lot | 20 0 |
| Pipe Large | 40 0 |
| Pipe Long Thin | 40 1 |
| Pipe Resonant | 40 2 |
| Pipe Small | 40 3 |
| Plain | 19 0 |
| Prefab Caravan | 41 0 |
| Prefab Outhouse | 41 1 |
| Prefab Practise Room | 41 2 |
| Prefab School Room | 41 3 |
| Prefab Workshop | 41 4 |
| Psychotic | 25 0 |
| Quarry | 18 0 |
| Room | 2 0 |
| Sewer Pipe | 21 0 |
| Small Water Room | 42 0 |
| Spacestation Alcove | 43 0 |
| Spacestation Cupboard | 43 1 |
| Spacestation Hall | 43 2 |
| Spacestation Large Room | 43 3 |
| Spacestation Long Passage | 43 4 |
| Spacestation Medium Room | 43 5 |
| Spacestation Short Passage | 43 6 |
| Spacestation Small Room | 43 7 |
| Sport Empty Stadium | 44 0 |
| Sport Full Stadium | 44 1 |
| Sport Gymnasium | 44 2 |
| Sport Small Swimming Pool | 44 3 |
| Sport Squash Court | 44 4 |
| Sport Stadium Tannoy | 44 5 |
| Stone Corridor | 13 0 |
| Stone Room | 5 0 |
| Underwater | 22 0 |
| Wooden Alcove | 45 0 |
| Wooden Courtyard | 45 1 |
| Wooden Cupboard | 45 2 |
| Wooden Hall | 45 3 |
| Wooden Large Room | 45 4 |
| Wooden Long Passage | 45 5 |
| Wooden Medium Room | 45 6 |
| Wooden Short Passage | 45 7 |
| Wooden Small Room | 45 8 |
| DSP Water | 255 255 |