Setting Room Size=0 In Reverb Still Produces Reverb #11125
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You can normally adjust your float slider precision steps with the |
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The code of interest is here: I'm not much of an audio guy, but the feedback here looks to be clamped between |
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It worked! As per Mickeon's investigation, I made the following changes in Commented out lines 285-289. Changed line 284 to Reverb Room size is longer clamped between I have no idea how to submit a fix, but just FYI in case someone think it's a good change. |
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So this is focusing mainly on the Reverb values, but this can be applied to other values in other audio effects as well.
The
Room Size
slider goes from 0 to 1 in steps of 0.01, meaning it's relative. Relative to what, though?I'm just ballparking this based on comparisons with Youtube videos, but when
Room Size
== 1, it seems to emulate a cathedral.I estimate a cathedral with this reverb is about 100,000m3, or 46.5m x 46.5m x 46.5m.
But, the smallest VALID value you can assign to
Room Value
is 0.01 (assigning 0 should create absolutely no reverb, but it is currently not the case #11126). This means the smallest room that Reverb can simulate is 0.01 * 100,000m3, or 1000m3, which is a 10m x10m x10m room.A 1000m3 room is pretty large, and basically excludes designing reverb for smaller rooms. AKA you can't do reverb for bathrooms, which can be pretty reverberant even if they are small.
The value type of
Room Size
is already a float, so I don't see why Godot should automatically round values less than 0.01 directly to 0.Let's say we want to simulate reverb for a room of 1m3, or 1m x 1m x 1m. This requires
Room Size
to be set to 0.00001 (if 1 equates to 100,000m3), which should be easily supported by floats.Here are pictures to show 100,000m3 and 1000m3 rooms with human for scale.
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