[ZScript] How to make all sounds "echo" when a player is in a tagged sector?
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.
Please bear in mind that the people helping you do not automatically know how much you know. You may be asked to upload your project file to look at. Don't be afraid to ask questions about what things mean, but also please be patient with the people trying to help you. (And helpers, please be patient with the person you're trying to help!)
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Yooperhunter
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[ZScript] How to make all sounds "echo" when a player is in a tagged sector?
Hello, Im making a cramped, Isolated industrial space in my project, And i feel like making sounds echo would make the area much more immersive. I want to use zscript to achieve this. If it affects this, BD v21 is used for the project 
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Chris
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Re: [ZScript] How to make all sounds "echo" when a player is in a tagged sector?
Reverb is typically handled by mapping instead of scripting. See the wiki for SoundEnvironment things for how to set up areas to have different types of echoes.
Alternatively, you can use scripts to dynamically place and modify a SoundEnvironment thing based on whatever criteria you want. There's a mod called LiveReverb that does this (someone made a ZScript version that's posted near the end of the thread), dynamically altering the reverb based on the average distance to the walls from the player (with consideration for sectors with sky; it also makes sure to disable itself if the map already has reverb defined in it to avoid conflicts). This could be improved by defining more nuanced reverb presets and taking into account the materials of the detected surfaces alongside the general size (e.g. metal surfaces reflecting more than carpet, or rough surfaces being more diffuse than smooth surfaces).
Alternatively, you can use scripts to dynamically place and modify a SoundEnvironment thing based on whatever criteria you want. There's a mod called LiveReverb that does this (someone made a ZScript version that's posted near the end of the thread), dynamically altering the reverb based on the average distance to the walls from the player (with consideration for sectors with sky; it also makes sure to disable itself if the map already has reverb defined in it to avoid conflicts). This could be improved by defining more nuanced reverb presets and taking into account the materials of the detected surfaces alongside the general size (e.g. metal surfaces reflecting more than carpet, or rough surfaces being more diffuse than smooth surfaces).