It would be great if there was an option in a reverb environment to have a global audio falloff, i.e, the farther away a sound is from the player, the quicker the sound attenuates into silence. It could be used to make a somewhat cinematic-ish moment, such as fighting in the vacuum of space, where there is no real sound propogation, or if the player gets shellshocked by an explosion, and sounds are all hyper-muffled and near silent at distance.
Asking about the possibility of including that into REVERB environments, and possibly even a 'vacuum' preset if that isn't too much.
Global Audio Falloff for REVERBS
Moderator: GZDoom Developers
- Silentdarkness12
- Posts: 1555
- Joined: Thu Aug 15, 2013 5:34 pm
- Location: Plains of Pride
- Chris
- Posts: 2942
- Joined: Thu Jul 17, 2003 12:07 am
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
Re: Global Audio Falloff for REVERBS
FWIW, ZDoom has a "software water" reverb type, which aside from applying the Underwater reverb preset, causes the direct response of environment sounds to also attenuate their high frequencies. Perhaps it would be an idea to expand this more generally, allowing environment presets that not only specify a reverb, but also include options to globally affect other direct response properties (leaving non-environment sounds alone).