Game Development Community

Reverb Audio in a Space

by Bryce · in Torque 3D Professional · 03/03/2012 (8:52 pm) · 12 replies

Hey folks,

So I've been searching throughout the site for the past hour and have not found anything answering the questions I have about 1.2 audio. Here's my situation:

I have a parking garage. Sounds that play within the parking garage should reverb. I'm seeing bits and pieces around the site about AudioEnvironments, but all those posts are from 2009, and I've had no luck creating this effect myself. I must be doing something wrong. Do I need FMOD for reverb to work? How would one properly set up audio ambience within a sound space to reverb everything that plays inside it?

Anyone who can help with this is my hero. I didn't think it'd be this hard to grasp this simple subject.

Cheers,
-Bryce

#1
03/04/2012 (8:17 am)
Scene Tree - Library - level - level - Sound Space (SFXspace)
You can also use a zone for this.

And you want to setup a SFXAmbience (core/scripts/client/audioAmbiences) which references an ambient environment (core/scripts/client/audioEnvironments.cs)

singleton SFXAmbience( AudioAmbienceCustomEcho )
{
   environment = AudioStoneCorridor;
   //states[ 0 ] = AudioLocationOutside;
};

And yes, you'll need the FMOD codecs - you don't need to do anything "fancy" with them, just stick fmodex.dll and fmod_event.dll in your game folder (I've never even booted up FMOD EX - so I've no idea what it does ... something complicated that I don't want to get involved with ... :P)

I think T3D 1.2 requires 4.36.0 and 1.1 uses 4.32.5 - if you check the changelog for whatever version you are using it will tell you.

[edit]
You can also set up an overall default SFXambience in your "theLevelInfo" object in the *.mis file (eg: soundAmbience = "AudioAmbienceMyCustomSFXAMbience";)

[edit parte deux]
There are a whole bag of ambient environments included in Torque, one for every occaission and some pretty trippy ones to boot - but of course you can make your own. (core/scripts/client/audioEnvironments.cs)
#2
03/04/2012 (3:03 pm)
Ah, lovely. Do I get the codecs from this product?
#3
03/04/2012 (3:06 pm)
So we have to have purchased Fmod for Torque to use the built-in SFX systems?
#4
03/04/2012 (3:15 pm)
From what I understand, you don't need FMOD to have audio in Torque 3D. It just uses SFX as a layer, i.e. you can still use SFX, but if FMOD is enabled, SFX is now "better."
#5
03/04/2012 (3:47 pm)
So SFXSpace is useless with the stock SFX, why is it even included in projects without Fmod?

P.S. I've been wondering about this recently aswell, and considering the lack of info this seems like the time to ask.
#6
03/04/2012 (3:59 pm)
I guess to make it simpler if you decide to install Fmod. That way you can just drop in the codecs and not have to worry about installing an entirely new SFX feature. They did the same thing with PhysX and Bullet, all you pretty much had to do was include the libraries and you were set.
#7
03/04/2012 (10:18 pm)
You should be able to download FMOD from their site. I believe our license is a cooperative arrangement for our licensees to be able to use FMOD in their games at a better price than their usual gig, but check their site out. And David Montgomery-Blake would be a good person to ask about the specifics of that, I think.
#8
03/04/2012 (10:59 pm)
I've tried downloading the version 4.40 of the codec's and with T3D1.2 I just get errors ending with:
SFXFMODProvider - Could not load the fmod_event.dll - FMOD Designer integration not available.
SFXFMODProvider - FMOD Ex API version: 4.40.3

I'm pretty sure thats because I don't have Fmod for Torque integrated, Does SFXSpace work without buying Fmod?
#9
03/05/2012 (12:00 pm)
Guys - I just checked the FMOD website ... you can download the entire thing, FREE!

"If your title is not intended for commercial gain and does not include the FMOD library for resale, license or other commercial distribution, then use of FMOD is free. Yes that's right, free from license fees"

www.fmod.org/index.php/sales

So you can download and use for free until you have a commercial release pending ... then purchase yourself the $100 license from GG, to save yourself from the $500 casual license cost if bought directly from FMOD.

#10
03/05/2012 (1:45 pm)
@Jeff: So have you gotten version 4.40 working with T3D1.2?

and if so, how... because I do plan on getting Fmod but being able to get it working first would be ideal.
#11
03/05/2012 (1:57 pm)
T3D 1.2 uses 4.36.0. Got it working just by dropping in the DLL's Steve mentioned, horray!
#12
03/05/2012 (2:05 pm)
4.40 works with T3D1.2, drop in the files and set Fmod as your sound provider.

P.S. Still get the error for fmod_events.dll, so maybe the 4.40 fmod_events.dll isnt compatable... trying 4.36 now.