LiveReverb - dynamic reverb for all Doom maps!

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LiveReverb - dynamic reverb for all Doom maps!

Postby Sunbeam » Thu Mar 25, 2021 2:32 pm

This is LiveReverb, which gives dynamic reverb to all existing Doom maps!
Also works for Heretic and Hexen.

Requires GZDoom 3.0.0 or newer.





DOWNLOAD:
HERE!


If you want to get in contact, there's a Discord server for my mods and projects:
DISCORD
Also Twitter!



Also check out:
BorderDoom: Doom with Borderlands gameplay elements
Deformed Doom: deform any Doom map!
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Re: LiveReverb - dynamic reverb for all Doom maps!

Postby ValeriePalerie » Thu Mar 25, 2021 3:40 pm

This is really impressive! How easy would it be to force the effect to ignore specific sounds/sources? For example the heartbeat noise in Hideous Destructor.
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Re: LiveReverb - dynamic reverb for all Doom maps!

Postby Valken » Thu Mar 25, 2021 5:18 pm

You don't know how happy I am! After playing PSX Doom TC and GEC's version, I wished normal doom would have allowed this! Thank you so much!!!
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Re: LiveReverb - dynamic reverb for all Doom maps!

Postby Dr_Cosmobyte » Thu Mar 25, 2021 6:09 pm

I'm a a sucker for reverb, this goes to my autoload forever.
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Re: LiveReverb - dynamic reverb for all Doom maps!

Postby Caligari87 » Thu Mar 25, 2021 7:41 pm

ValeriePalerie wrote:This is really impressive! How easy would it be to force the effect to ignore specific sounds/sources? For example the heartbeat noise in Hideous Destructor.


Not possible to my knowledge. As far as I can tell, this works by spawning a SoundEnvironment thing at the player's location, based on distance checks performed by spawning a FastProjectile. Sound environments affect the entire sound effects processing chain.

Spoiler:


8-)
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Re: LiveReverb - dynamic reverb for all Doom maps!

Postby ValeriePalerie » Thu Mar 25, 2021 9:52 pm

Caligari87 wrote:Not possible to my knowledge. As far as I can tell, this works by spawning a SoundEnvironment thing at the player's location, based on distance checks performed by spawning a FastProjectile. Sound environments affect the entire sound effects processing chain.


Ah, bummer, good to know at least, thanks!
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Re: LiveReverb - dynamic reverb for all Doom maps!

Postby Ribo Zurai » Thu Mar 25, 2021 10:38 pm

This is really cool! I wonder if echoes could also be possible in incredible large, open enviroments?
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Re: LiveReverb - dynamic reverb for all Doom maps!

Postby Sunbeam » Fri Mar 26, 2021 4:59 am

ValeriePalerie wrote:This is really impressive! How easy would it be to force the effect to ignore specific sounds/sources? For example the heartbeat noise in Hideous Destructor.

As Caligari87 said I also don't think this is possible. However I think there IS a way to make some sounds not be affected by "sound environments". Some things like HUD sounds (like chat messages) seem to be unaffected. I haven't looked into this, but maybe changing the way those sounds are defined might give you the wanted result.

Valken wrote:You don't know how happy I am! After playing PSX Doom TC and GEC's version, I wished normal doom would have allowed this! Thank you so much!!!

Actually (G)ZDoom allowed this for quite some time. However mappers would have to set up their maps by hand, which probably not many people did. Also this would not have affected previously existing maps. That's why this mod is dynamic! ๐Ÿ™‚

Dr_Cosmobyte wrote:I'm a a sucker for reverb, this goes to my autoload forever.

Me too!

Caligari87 wrote:OP, I noticed you used ACS + DECORATE for this. While functional, I believe there's more possibilities here with ZScript. Would you be open to "upgrading" the code? Alternative, if you want to keep the ACS + DECORATE for backwards compat, would you mind if I re-implemented the same idea in ZScript? I've been thinking about this same thing for a long time but I don't want to step on any toes since you've done it first.

ZScript would probably allow for a cleaner implementation. However you are right, I tried to stay backwards compatible.
I can't stop you, can I? ๐Ÿ˜‰ Go for it if you want.

Ribo Zurai wrote:This is really cool! I wonder if echoes could also be possible in incredible large, open enviroments?

There is reverb in outdoor areas. If you want different reverb effects you could either try to find other "sound environments" (some are predefined in GZDoom) or you could create completely new ones (which I avoided in this mod).
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Re: LiveReverb - dynamic reverb for all Doom maps!

Postby A_D_M_E_R_A_L » Fri Mar 26, 2021 8:20 am

This is actually amazing. This goes into my autoload.
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Re: LiveReverb - dynamic reverb for all Doom maps!

Postby Sunbeam » Fri Mar 26, 2021 3:50 pm

Sounds good! I wouldn't mind some feedback once you tried it a bit. ๐Ÿ‘
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Re: LiveReverb - dynamic reverb for all Doom maps!

Postby Doomguy914 » Fri Mar 26, 2021 4:14 pm

You guys are just about running out of immersion enhancing mods to tackle. I'm waiting for the real-life pain emulation hardware and software now. :lol:
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Re: LiveReverb - dynamic reverb for all Doom maps!

Postby Dr_Cosmobyte » Fri Mar 26, 2021 6:39 pm

Okay, so:

i DO BELIEVE (though it might need further testings), that this mod does not work with the midi-silencer hack, by Kinsie. I used to play it with so i wouldn't need to change my music volumes everytime.
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Re: LiveReverb - dynamic reverb for all Doom maps!

Postby Kinsie » Fri Mar 26, 2021 11:28 pm

This is really goddamn impressive, great job!

Sunbeam wrote:
Caligari87 wrote:OP, I noticed you used ACS + DECORATE for this. While functional, I believe there's more possibilities here with ZScript. Would you be open to "upgrading" the code? Alternative, if you want to keep the ACS + DECORATE for backwards compat, would you mind if I re-implemented the same idea in ZScript? I've been thinking about this same thing for a long time but I don't want to step on any toes since you've done it first.

ZScript would probably allow for a cleaner implementation. However you are right, I tried to stay backwards compatible.
I can't stop you, can I? ๐Ÿ˜‰ Go for it if you want.
You've actually done a pretty darn good job of stopping this, by not including the source code to the ACS script! Would it be possible for you to sneak that into the PK3 in an update? Thanks!

Dr_Cosmobyte wrote:Okay, so:

i DO BELIEVE (though it might need further testings), that this mod does not work with the midi-silencer hack, by Kinsie. I used to play it with so i wouldn't need to change my music volumes everytime.
Works fine here. See if using the -nomusic command line parameter does the same thing for you.
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Re: LiveReverb - dynamic reverb for all Doom maps!

Postby Sunbeam » Sat Mar 27, 2021 2:52 pm

Doomguy914 wrote:You guys are just about running out of immersion enhancing mods to tackle. I'm waiting for the real-life pain emulation hardware and software now. :lol:

Does that mean Doom has reached its "final form"? ๐Ÿ˜‰

Kinsie wrote:This is really goddamn impressive, great job!

Thank you very much! ๐Ÿ™‚

Kinsie wrote:You've actually done a pretty darn good job of stopping this, by not including the source code to the ACS script! Would it be possible for you to sneak that into the PK3 in an update? Thanks!

Oh, I thought he might have already figured out everything by himself (by looking at the Decorate). Also I thought there were some quite capable ACS decompilers... But anyway, if there's interest I can provide the code. Here it is! ๐Ÿ™‚
(A semi-clean version of the code)
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ยกIncredible!

Postby luisgph » Mon Mar 29, 2021 12:46 pm

this mod its impressive, well is some simple scripts and with that is created something awesome thank you sunbeam: for getting this mods simple but awesome :)
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