Reverb in maps
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
- BlueFireZ88
- Posts: 1087
- Joined: Tue Jan 18, 2011 9:04 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Tallon IV
- Contact:
Reverb in maps
If you remember, the Doom games on PS1 have a reverb sound in the levels. Now my question is, is that sort of property (like in DOOM PSX TC) adaptable in a universal manner (automatically set with a single bit of code), or is it map by map property that must be added directly into the level?
Re: Reverb in maps
[wiki]Map_definition[/wiki]
Look for defaultenvironment. You should be able to set that with a mapinfo defaultmap.
Look for defaultenvironment. You should be able to set that with a mapinfo defaultmap.
- Kappes Buur
-
- Posts: 4183
- Joined: Thu Jul 17, 2003 12:19 am
- Graphics Processor: nVidia (Legacy GZDoom)
- Location: British Columbia, Canada
- Contact:
Re: Reverb in maps
I think that BlueFire might be looking for something that can be used without editing a map?
If not, then... [wiki]REVERBS[/wiki] and [wiki]Classes:SoundEnvironment[/wiki]
and another example:
http://www.zen64060.zen.co.uk/examples/reverb.zip
If not, then... [wiki]REVERBS[/wiki] and [wiki]Classes:SoundEnvironment[/wiki]
and another example:
http://www.zen64060.zen.co.uk/examples/reverb.zip
- BlueFireZ88
- Posts: 1087
- Joined: Tue Jan 18, 2011 9:04 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Tallon IV
- Contact:
Re: Reverb in maps
A universal map property through DECORATE or ACS. Preferably something similar to PS1 Doom or better.
Re: Reverb in maps
I think the closest that you will get to a "universal" option is what I mentioned in the first post. eg, try the attached which makes the entire map01 sound like it is inside a pipe.
Of course, editing the map to place reverb actors is more flexible because you can then make different areas of the same map have different reverb properties.
Of course, editing the map to place reverb actors is more flexible because you can then make different areas of the same map have different reverb properties.