Reverb Override Function (global)

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Spaceman333
Posts: 622
Joined: Thu Oct 13, 2016 8:40 pm

Reverb Override Function (global)

Post by Spaceman333 »

There already exists a system for mappers to define reverbs for particular sectors on the map (simulating underwater sounds and many more presets), but this feature cannot be utilised by the player via scripting.

It would be tremendously useful as a temporary global sound filter special effect for use in various situation, such as:
  • Slow motion
  • Stun grenade impacts
  • Suits/vehicles that muffle outside sounds
  • Demonic echos
    -Either because the player plays as demon who hears the world with a different reverb than a human does
    -Or because a monster casts an attack or has an aura that affects the player's hearing by adding/changing the reverb
  • Drugs that cause the player to hear sound differently
  • Dimensional warp/teleportation effects that defy reality
I'm essentially asking for ACS function that goes like this:

Code: Select all

Reverb(first number, second number, on/off);
*Turning another on without turning the first off would cancel the first one.
*Existing map reverbs would only be temporarily overriden, but not overwritten.
*Alternatively, values 0, 0 can signify that this global reverb is "turned off", making the last bool argument unnecessary.

The effect is global from the player's point of view and would affect every sound the same way a regular sector reverb would. This is about repurposing existing tech and code in a new way that can be called from a script to globally override or activate reverbs temporarily.

Thank you for reading.


P.S. Alternative names for this function
SetReverb(arg1, arg2, bool)
SetGlobalReverb(arg1, arg2, bool)
SetPlayerReverb(arg1, arg2, bool)
ReverbOverride(arg1, arg2, bool)
Last edited by Spaceman333 on Thu Jul 20, 2017 10:04 am, edited 1 time in total.
User avatar
Spaceman333
Posts: 622
Joined: Thu Oct 13, 2016 8:40 pm

Re: Reverb Override Function (global)

Post by Spaceman333 »

Adding this quote by Nevander, very valuable input:
Nevander wrote:One thing though: I just realized it should be this if it were possible:

Reverb(id argument 1, id argument 2);

To turn a reverb off you'd do Reverb(0,0); since 0 0 is the ID for "off." And like I said above in the quote, this method would apply to the entire map since anything else would have to be set on the map itself using sound environments. There would be no way for ACS to distinguish map zones.
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