by RFNagel » Thu Oct 15, 2009 5:02 am
OK, I've even more experimenting, and I think you're 100% correct. The SBLive's MIDI reverb is dependent upon that "Master Reverb Slider". Any EAX-enabled games that slide it all of the way down (such as, if you're in a tiny carpeted room where there would be no reverb), will also effect the MIDI reverb.
I tried this:
I started Unreal Gold which supports EAX-1 (and uses digital Tracker format tunes for it's music, and supports 4-channel quad/surround sound), and can hear a lot of EAX reverb and other EAX effects - depending on your location; a stone canvern, a small wooden room, etc...
I then started my MIDI player and loaded a tune of mine that has standard reverb and NRPN reverb maxced out. Finally, I set Unreal Gold in windowed mode, and then started the SBLive's EAX control panel.
As I ran around the map I could:
1) Hear the digital sound's reverb change.
2) Hear the reverb in my MIDI file change.
3) ...and watch the little slider in the EAX control panel move itself up and down <LOL!>.
When I was in a small room, no reverb for Unreal Gold's digital sound, or my MIDI file. When way up on a mountain top, LOTS of reverb for the digital sound as well as my MID file.
So's... in a nutshell, you were correct (appologies for my hard-headedness <G>).
Anyway, I'm thinking even moreso that if there is a way to disable the EAX effects in ZDOOM (but still maintain the quad. surround sound), then I could simply preset them in the SBLive's EAX control panel.
I think that also explains why the "Waveout" device I mentioned previously allows the reverb to work... it must also disable or bypass the EAX stuff. Although, with the Waveout device, I don't have 4-channel surround sound (I'm assuming that there may be a way to disable the EAX stuff, and yet still use DirectSound so's the 4-channel surround sound still works?).
OK, I've even more experimenting, and I think you're 100% correct. The SBLive's MIDI reverb is dependent upon that "Master Reverb Slider". Any EAX-enabled games that slide it all of the way down (such as, if you're in a tiny carpeted room where there would be no reverb), will also effect the MIDI reverb.
I tried this:
I started Unreal Gold which supports EAX-1 (and uses digital Tracker format tunes for it's music, and supports 4-channel quad/surround sound), and can hear a lot of EAX reverb and other EAX effects - depending on your location; a stone canvern, a small wooden room, etc...
I then started my MIDI player and loaded a tune of mine that has standard reverb and NRPN reverb maxced out. Finally, I set Unreal Gold in windowed mode, and then started the SBLive's EAX control panel.
As I ran around the map I could:
1) Hear the digital sound's reverb change.
2) Hear the reverb in my MIDI file change.
3) ...and watch the little slider in the EAX control panel move itself up and down <LOL!>.
When I was in a small room, no reverb for Unreal Gold's digital sound, or my MIDI file. When way up on a mountain top, LOTS of reverb for the digital sound as well as my MID file.
So's... in a nutshell, you were correct (appologies for my hard-headedness <G>).
Anyway, I'm thinking even moreso that if there is a way to disable the EAX effects in ZDOOM (but still maintain the quad. surround sound), then I could simply preset them in the SBLive's EAX control panel.
I think that also explains why the "Waveout" device I mentioned previously allows the reverb to work... it must also disable or bypass the EAX stuff. Although, with the Waveout device, I don't have 4-channel surround sound (I'm assuming that there may be a way to disable the EAX stuff, and yet still use DirectSound so's the 4-channel surround sound still works?).