REVERBS

From ZDoom Wiki

Jump to: navigation, search

(Please note that this page takes off the latest SVN builds of ZDoom. Although sound reverb is available in ZDoom 2.2.0, you will require an EAX compatible soundcard to use it)

Warning: The SNDEAX lump has been replaced with the REVERBS lump. All functionality is the same; the name was changed in order to properly convey that a soundcard with EAX support is no longer required to hear the reverb effects provided by the lump. WADs using the old SNDEAX lump will no longer function properly from this point on. It is recommended that you use the REVERBS lump in your projects instead.

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. Previously, you needed an EAX compatible sound card to use reverb; however, in the latest Development builds, ZDoom uses FMOD Ex to handle reverb so you don't need anything special to hear the effects.

Switching underwater reverb on

To switch reverb on, 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 behaviour in the maps for its use. You can also force the underwater reverb effect on in any area of your map by using Thing 9048 with its first two arguments set to 255. (See below)

Using reverb in your maps

To use reverb in your maps, you need to place the reverb thing (ThingID 9048) into your map, and then change its special proprieties. The first 2 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 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.

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 ID's

  • "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
  • "Underwater Effect" 255 255
Personal tools