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! 🙂
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? 😉 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).