REVERBS

The REVERBS lump is used in ZDoom to make realistic sound environments. The basic idea of reverb is to have echoes and re-pitched sounds in rooms to make them sound like what they actually are, like a cliff edge or warehouse.

Switching underwater reverb on

If snd_waterreverb is true, ZDoom automatically applies an underwater reverb to deep water areas created with Transfer_Heights, 3D floors, or a WaterZone thing. You can change this option from the sound options menu. Underwater reverb is automatic, and does not require any special behavior in the maps for its use. You can also force the underwater reverb effect on in any area of your map by using a SoundEnvironment thing with its first two arguments set to 255 (see below).

Note that this menu option is only for enabling automatic underwater effects in swimmable water. Any reverb environments that have been placed in the map will always be heard, regardless of this option.

Using reverb in your maps

To use reverb in your maps, you need to place the SoundEnvironment thing (ednum 9048) into your map, and then change its arguments. The first two values are used.

Because only one reverb can be used at a time, you may want to block off a reverb thing from taking over the whole map. To do this, border the area with lines set to be zone boundaries. In a UDMF map, set zoneboundary to be true. In the Hexen map format, use Line_SetIdentification, with argument 2 set to 1.

If you set the reverb thing to inactive in your map editor, the reverb effect will not take effect immediately. You can then activate it via ACS to "turn on" the reverb effect. However, you cannot simply deactivate the thing to disable the reverb effect; instead, you must activate another one in the same area. If you want the reverb to turn off completely, you can add a reverb thing with its properties set to 0 0 (See below) and activate it when you'd like to disable all reverb effects.

An example map is found here: http://zdoom.org/files/examples/eax.zip

Defining a reverb environment

An environment definition takes a fancy name within strings and two numbers as identifiers, the number combination must be unique. The rest is a list of named parameters within curly braces. On Windows, ZDoom includes an interactive reverb editor accessible with the reverbedit console command that lets you adjust these settings and get feedback in realtime.

  • AirAbsorptionHF float
Change in level per meter at high frequencies.
  • bDecayHFLimit bool
AirAbsorptionHF affects DecayHFRatio.
  • bDecayTimeScale bool
EnvironmentSize affects reverberation decay time.
  • bEchoTimeScale bool
EnvironmentSize affects echo time.
  • bModulationTimeScale bool
EnvironmentSize affects modulation time.
  • bReflectionsDelayScale bool
EnvironmentSize affects initial reflection delay time.
  • bReflectionsScale bool
EnvironmentSize affects reflection level.
  • bReverbDelayScale bool
EnvironmentSize affects late reverberation delay time.
  • DecayHFRatio float
High-frequency to mid-frequency decay time ratio.
  • DecayLFRatio float
Low-frequency to mid-frequency decay time ratio.
  • DecayTime float
Reverberation decay time at mid frequencies.
  • Density float
Value that controls the modal density in the late reverberation decay.
  • Diffusion float 100.000
Value that controls the echo density in the late reverberation decay.
  • EchoDepth float 1.000
Echo depth.
  • EchoTime float 0.095
Echo time.
  • Environment int
???
  • EnvironmentDiffusion float
Environment diffusion.
  • EnvironmentSize float
Environment size in meters.
  • HFReference float
Reference high frequency in Hertz.
  • LFReference float
Reference low frequency in Hertz.
  • ModulationDepth float
Modulation depth.
  • ModulationTime float
Modulation time.
  • Reflections int
Early reflections level relative to room effect.
  • ReflectionsDelay float
Initial reflection delay time.
  • ReflectionsPanX float
  • ReflectionsPanY float
  • ReflectionsPanZ float
Early reflections panning vector.
  • Reverb int
Late reverberation level relative to room effect.
  • ReverbDelay float
Late reverberation delay time relative to initial reflection.
  • ReverbPanX float
  • ReverbPanY float
  • ReverbPanZ float
Late reverberation panning vector.
  • Room int
Room effect level at mid-frequencies.
  • RoomHF int
Relative room effect level at high frequencies.
  • RoomLF int
Relative room effect level at low frequencies.
  • RoomRolloffFactor float
Logarithmic distance attenuation rolloff scale factor for reverb room size effect.

Example

This is the "Castle Alcove" environment defined in ZDoom.pk3's REVERBS lump.

"Castle Alcove" 30 0
{
  Environment 20
  EnvironmentDiffusion 0.890
  RoomHF -600
  RoomLF -2000
  DecayTime 1.640
  DecayHFRatio 0.870
  DecayLFRatio 0.310
  Reflections -100
  ReflectionsDelay 0.007
  Reverb -500
  ReverbDelay 0.034
  EchoTime 0.138
  EchoDepth 0.080
  HFReference 5168.600
  LFReference 139.500
  bDecayHFLimit true
  bEchoTimeScale true
}

List of reverb IDs

Predefined sound environments
Name ID
Off0 0
Alley14 0
Arena9 0
Auditorium6 0
Bathroom3 0
Carpetted Hallway11 0
Castle Alcove30 0
Castle Courtyard30 1
Castle Cupboard30 2
Castle Hall30 3
Castle Large Room30 4
Castle Long Passage30 5
Castle Medium Room30 6
Castle Short Passage30 7
Castle Small Room30 8
Cave8 0
Chapel31 0
City16 0
City Abandoned32 0
City Library32 1
City Museum32 2
City Streets32 3
City Subway32 4
City Underpass32 5
Concert Hall7 0
Dizzy24 0
Dome Saint Paul33 0
Dome Tomb33 1
Driving Commentator34 0
Driving Empty Grandstand34 1
Driving Full Grandstand34 2
Driving In-Car Luxury34 3
Driving In-Car Pit Garage34 6
Driving In-Car Racer34 4
Driving In-Car Sports34 5
Driving Tunnel34 7
Drugged23 0
Dusty Room35 0
Factory Alcove36 0
Factory Courtyard36 1
Factory Cupboard36 2
Factory Hall36 3
Factory Large Room36 4
Factory Long Passage36 5
Factory Medium Room36 6
Factory Short Passage36 7
Factory Small Room36 8
Forest15 0
Generic0 1
Hallway12 0
Hangar10 0
Ice Palace Alcove37 0
Ice Palace Courtyard37 1
Ice Palace Cupboard37 2
Ice Palace Hall37 3
Ice Palace Large Room37 4
Ice Palace Long Passage37 5
Ice Palace Medium Room37 6
Ice Palace Short Passage37 7
Ice Palace Small Room37 8
Living Room4 0
Mood Heaven38 0
Mood Hell38 1
Mood Memory38 2
Mountains17 0
Outdoors Backyard39 0
Outdoors Creek39 1
Outdoors Deep Canyon39 2
Outdoors Rolling Plains39 3
Outdoors Valley39 4
Padded Cell1 0
Parking Lot20 0
Pipe Large40 0
Pipe Long Thin40 1
Pipe Resonant40 2
Pipe Small40 3
Plain19 0
Prefab Caravan41 0
Prefab Outhouse41 1
Prefab Practise Room41 2
Prefab School Room41 3
Prefab Workshop41 4
Psychotic25 0
Quarry18 0
Room2 0
Sewer Pipe21 0
Small Water Room42 0
Spacestation Alcove43 0
Spacestation Cupboard43 1
Spacestation Hall43 2
Spacestation Large Room43 3
Spacestation Long Passage43 4
Spacestation Medium Room43 5
Spacestation Short Passage43 6
Spacestation Small Room43 7
Sport Empty Stadium44 0
Sport Full Stadium44 1
Sport Gymnasium44 2
Sport Small Swimming Pool44 3
Sport Squash Court44 4
Sport Stadium Tannoy44 5
Stone Corridor13 0
Stone Room5 0
Underwater22 0
Wooden Alcove45 0
Wooden Courtyard45 1
Wooden Cupboard45 2
Wooden Hall45 3
Wooden Large Room45 4
Wooden Long Passage45 5
Wooden Medium Room45 6
Wooden Short Passage45 7
Wooden Small Room45 8
DSP Water255 255
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