View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0006290 | The Dark Mod | Sound | public | 14.05.2023 01:30 | 14.05.2023 01:30 |
Reporter | MirceaKitsune | Assigned To | |||
Priority | normal | Severity | feature | Reproducibility | always |
Status | new | Resolution | open | ||
Platform | Linux | OS | Manjaro | OS Version | Stable |
Product Version | TDM 2.11 | ||||
Summary | 0006290: EFX: Account for sound origin in reverb, not just where the player is hearing it | ||||
Description | I wanted to bring this up for a while and am sorry I took so long. As such this thread is based on an old observation, I didn't retest recently but from what I know this limitation still exists with the latest code. If others confirm it and the issue is considered solvable I may post it to the bug tracker as well. EFX for spatial sounds are an amazing addition we had in recent years, however they suffer from a noticeable limitation: Reverb only accounts only for the location of the player and not that of sound. Sounds originating from a place with reverberation will not cause any echo if the player isn't standing in that room... oppositely sounds coming from outside will be heard with the full extent of the reverb effect in the room you're hearing them from, they should be echoing less due to not originating from the reverberating hallway. Example: Let's say there's a Builder church with a large hallway containing a reverb definition, inside there's an ambient sound of chanting. If the player is standing in front of the church door, they will hear the chanting without any kind of echo: Only once they step through the door and walk inside the echo suddenly makes itself heard. In a realistic scenario you'll hear the reverberation of any sound coming from a room that causes it, even if you're standing far outside that room hearing this noise in the distance. | ||||
Additional Information | The simple solution would be a mixture between the location of the player's camera and that of the sound source: Each sound gets 75% the reverb defined in the room it's originating from, then on top of that all sounds being heard by the player anywhere have 25% the reverb of the room the player's standing in (current functionality). The more realistic but also more complicated option would be to use the portal tracing already implemented for sound attenuation and make each sound pick up reverb from each EFX room it passes through, accounting for the room of origin the room the player's standing in but also the rooms it's passing through; That way a noise emanating on one side of a building and passing through open windows in a corridor to reach the player on the other side would still echo, even if both that sound and the player are located outside in an area without reverb. | ||||
Tags | audio, efx, sound | ||||
Date Modified | Username | Field | Change |
---|---|---|---|
14.05.2023 01:30 | MirceaKitsune | New Issue | |
14.05.2023 01:30 | MirceaKitsune | Tag Attached: audio | |
14.05.2023 01:30 | MirceaKitsune | Tag Attached: efx | |
14.05.2023 01:30 | MirceaKitsune | Tag Attached: sound |