Activate/Deactivate Sound Environments

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Tormentor667
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Activate/Deactivate Sound Environments

Post by Tormentor667 »

I noticed that it isn't possible to activate and deactivate sound environment things which is a bit of a limitation if you want to change the look and ambience of certain areas. So, could this feature be added?
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Enjay
 
 
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Re: Activate/Deactivate Sound Environments

Post by Enjay »

It is possible. I did it in my Burghead mod. A tunnel on the railway track map can be gone through (where you want an echoey sound) or walked over the top where you want a normal sounding environment. Because this tunnel is actually a single sector with above/below merely separated by a 3D floor, the sound environment has to be activated appropriately when you enter and leave the underground section.

I'm pretty sure that even Randi's original demo map ( http://www.zdoom.org/files/examples/eax.zip) changes sound environments on the fly.


However, the concept is slightly different. Each area has to have a sound environment (even if it is the normal default) and you can only have one active at a time. So, you don't deactivate a sound environment, you just override it with another one. ZDoom uses whichever one was last activated in that area. If you want to change an environment from "normal" to echoey, place a echoey reverb thing in your map and activate it when things need to get echoey. Want to change it back? Have another reverb thing with a normal sound and activate it to override the echoey effect.
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Tormentor667
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Re: Activate/Deactivate Sound Environments

Post by Tormentor667 »

Thank you Enjay, that works :)
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