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==Sound environments== Use of sound environments allows addition of reverberation effects to areas within levels called "sound zones." Sound zones are sets of contiguous sectors which connect to each other by two-sided lines which are not marked with a new ExtraData linedef flag, ZONEBOUNDARY. To assign a specific sound environment to a zone, use ExtraData to create an EESoundEnvironment object in one of the sectors inside that zone with its first two map arguments set to the two ID numbers of the EDF reverb definition you want to apply while a player is inside that area. // Defines a reverb sound environment. ID1 and ID2 are required and must be // numbers between 0 and 255. reverb <name> : <id1>, <id2> { // Roomsize defines the decay time and "volume" of reverberation; the larger // the value, the bigger the space. // Range 0.0 to 1.07143; default 0.5 roomsize <float> // Damping defines the amount of high-frequency rolloff in the reverb filters. // A higher value is analogous to a space filled with fewer reflective objects. // Range 0.0 to 1.0; default 0.5 damping <float> // Wet scale defines the amount of reverberated signal in the reverb output. // Range 0.0 to 1.0; default 0.333... wetscale <float> // Dry scale defines the amount of dry (input) signal in the reverb output. // Range 0.0 to 1.0; default 0.0 dryscale <float> // Width defines the amount of stereo phasing/cross-over in the reverberation. // Range 0.0 to 1.0; default 1.0 width <float> // Predelay defines the amount of time between sound emission and the first // reverb response. Defined in milliseconds; Range 0 to 250; default 0. predelay <int> // The equalized flag, if specified as +equalized, will turn on a three-band // equalization pass after the reverb filters. This allows tweaking the amount // of low- and high-frequency sound for adjusting the "luminosity" of the // effect. Default is -equalized. [+-]equalized // These parameters apply when +equalized is specified: eq.lowfreq <float> // Low band upper edge in Hz; 20-20000; default = 250.0 eq.highfreq <float> // High band lower edge in Hz; 20-20000; default = 4000.0 eq.lowgain <float> // Volume factor for low freqs; 0.0-1.0; default 1.0 eq.midgain <float> // Volume factor for mid freqs; 0.0-1.0; default 1.0 eq.highgain <float> // Volume factor for hi freqs; 0.0-1.0; default 1.0 } Adjustments have also been made to EDF ambience and soundsequence definitions which allow either to exclude themselves from application of sound zones. To exclude either type of definition from environmental effects, use the -reverb flag as such: ambience <name> { ... -reverb } soundsequence <name> { ... -reverb } By default, environments apply to all ambience and soundsequence definitions. [[category:EDF]]
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