OK, I realise that this might be pushing my luck seeing as how "defaultenvironment" has only just been added to MAPINFO (it works like a treat BTW). However, I was playing "Doom3: Resurrection of Evil" and there is a section where the player puts on a helmet and everything he hears becomes a bit muffled. So I thought that it might be useful to have access to defaultenvironment via ACS to achieve something similar (or a shell-shock effect etc - I know that some people have tried to do shell-shock effects in the past).
However, I also appreciate that defaultenvironment doesn't override underwater reverb or map placed reverbs (nor should it) so perhaps the ideas that I mention would be better handled by map placed reverb objects that could be activated to achieve the helmet/shellshock effect and then other reverb objects activated to end the effect.
Anyway, just throwing the idea out there in case anything along these lines might be deemed suitable for inclusion.
defaultenvironment via ACS?
Moderator: GZDoom Developers
Re: defaultenvironment via ACS?
If you listen closely, you should notice that underwater reverb is applied in addition to the environmental reverb.Enjay wrote:I also appreciate that defaultenvironment doesn't override underwater reverb
What you describe here is better suited to customizable DSP chains. (Yes, I haven't forgotten about them. Has everybody else?)
Re: defaultenvironment via ACS?
What are they and are they implemented and if yes are they documented?randy wrote:What you describe here is better suited to customizable DSP chains. (Yes, I haven't forgotten about them. Has everybody else?)
Re: defaultenvironment via ACS?
Customizable DSP chains? As in, the modder would be able to custom configure filters and effects in realtime? That would be so awesome.
What else is possible besides reverb? Equalization, delays, pitch shifting? zomg :o
What else is possible besides reverb? Equalization, delays, pitch shifting? zomg :o
Re: defaultenvironment via ACS?
I knew that was the case but I must have had a brain fart or something because I was convinced that had changed at some point. Clearly it hasn't though (which is good).randy wrote:If you listen closely, you should notice that underwater reverb is applied in addition to the environmental reverb.
I had, but now that you remind me, I'm all enthusiastic about them again.randy wrote:What you describe here is better suited to customizable DSP chains. (Yes, I haven't forgotten about them. Has everybody else?)

Re: defaultenvironment via ACS?
They would be a way to expose FMOD's DSP graph to the modder. I was thinking there could be configurations for individual sounds as well as for listeners. No, they are not implemented.Gez wrote:What are they and are they implemented and if yes are they documented?
FMOD comes with these DSP units standard, but there's nothing preventing me from writing others if you provided me a specification for it:Nash wrote:What else is possible besides reverb? Equalization, delays, pitch shifting? zomg
- Tone generator
- Lowpass
- Impulse Tracker Lowpass
- Highpass
- Echo
- Flange
- Distortion
- Normalize
- Parametric EQ
- Pitch shift
- Chorus
- Reverb (this is simple reverb)
- VST Plugin (I would probably not support this, since it would be Windows-only)
- WinAmp Plugin (same here)
- Impulse Tracker Echo
- Compressor
- SFX Reverb (this is EAX-style reverb)
- Simple lowpass with no resonance
- Delay
- Tremolo
Re: defaultenvironment via ACS?
Could it allow to, for example, replicate random pitch shifts like DMX did?
Re: defaultenvironment via ACS?
Isn't that what snd_pitched does?
Re: defaultenvironment via ACS?
That's plenty to work with. Lowpass + Tone generator can be used to create the flashbang's temporary hearing-loss effect in Counter-Strike: Source. :)