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Reverb initial loudness and duration are not physically accurate. #40

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YurgenSchn opened this issue Dec 16, 2021 · 2 comments
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planned Feature already planned for a future release
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@YurgenSchn
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YurgenSchn commented Dec 16, 2021

Don't know how to describe it, but well: sound energy should be the same no matter the envinroment size. This means reverb should always start loud.

What i get with the current version of this mod, in small caves, is almost no reverb: stones have high reflectivity, so i should be able to hear it's effect on sounds, with reverbs that last a fraction of a second (giving it a very claustrophobic feel).

Currently, reverbs in small caves do sound short, but waay too quiet - to the point of appearing absent, even on tuned up presets. I hate that I can only be semantic, but: it sounds like there is a "single reverb" pattern, where big environments play it fully and small ones play just the end of it. Maybe there needs to be a "dynamic" reverb falloff curve, based on the environment size and material reflectivity.

Basically: reverbs should always start as loud, leaving only tail duration to be dynamic. It, then, should take into consideration environment size AND material reflectivity: if bounces are farther = long lasting reverb, if material doesn't bounce as much = less energy per iteration, thus shorter tails).

@vlad2305m
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vlad2305m commented Dec 17, 2021

Yeah, I don't like it as well because it only takes the number of rays reached the player into account. But I have no experience with audio tuning, so I am doing what I am good at (optimisation) first.

@vlad2305m vlad2305m added the planned Feature already planned for a future release label Dec 21, 2021
@thedocruby thedocruby added this to the Release 1.0.0 milestone Dec 22, 2021
@thedocruby thedocruby self-assigned this Jan 21, 2022
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this can likely be fixed by tuning the effect filters and possibly also tweaking the environment mapping. Should be a simple fix, will improve when i get around to it.

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