Enjay wrote:Sorry to interrupt a feature suggestion with a more general question but I've seen lots of mentions of a "wet path" and "dry path" in these reverb-related discussions. I've tried to figure out what these actually mean via Google but a simple explanation eludes me. It doesn't seem to be quite as straight-forward as the names imply to me. I don't suppose you could sum it up could you?
"Dry path", also called "direct path" or "dry/direct response", describes the portion of a sound that comes direct from the source to the listener. It's the part of the sound that's unaffected by the environment*. It hasn't been processed by the reverb effect. The "wet path", also called the "room path" or "wet/room response", describes the portion of a sound that has reflected off of the walls or other surfaces at least once before the listener hears it. It's what has been processed by the reverb effect.
*
Technically the dry/direct path is affected by the transmission medium (air and atmosphere), but in this context it means it hasn't bounced off of any walls or surfaces before hearing it. If you turn reverb off or set a "no reverb" preset, you get just the direct response.
Nash wrote:New SNDINFO property:
$reverbattenuation sound_name, min_distance, max_distance, min_wet_mix, max_wet_mix
Sets the reverb "attenuation"* for the sound. min_distance is the distance from the center of the sound source at which the reverb is played with a mix amount of min_wet_mix, after which the reverb mix gradually increases until your distance hits max_distance, where the reverb's mix amount will be capped at max_wet_mix.
This is backwards to how it's supposed to work. A sound in the distance doesn't get more reverb than a sound up close. What happens is, a sound in the distance has a more audible room response
relative to the direct response, allowing the reverb to stand out more in the distance (obstructions blocking the dry path but not the wet path also helps reverb to stand out). It's not that the reverb goes away as you get closer to the sound source, it's that the dry sound starts overpowering the reverberation, making the latter harder to hear. But the reverberation does get quieter as you move away from the sound source.
Nash wrote:Can be used to achieve an effect similar to the Fallout 3 trailer (as the camera moves farther from the radio, the reverb mix increases).

That's a more complex audio scene than can be described by this. It's applying custom effects and adjusting them "manually" along side the accompanying visuals to create the intended mood. The reverb applied to the radio near the end of the pan-out is more of a dreamy (or hellish) reverb than one that's trying to simulate a radio in a ruined empty cityscape. And the way the reverb fades in doesn't really equate with distance, but more with what the viewer sees. There's actually other sounds in the scene that have a different and more "accurate" reverb to them (the electrical crackling of the radio as it turns on, gunshots/explosions in the background during the song).
Implementing a way to do this in GZDoom in real-time would require handling multiple reverb effects, being able to specify which reverb(s) to play a sound with, and scripting additions that can control the dry and wet mixes of a sound more directly.