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Posted

Hey there, I was just trying to implement some EFX presets into my mission update to make it ready for the current feature set. I love the system of EFX / OpenAI. However I tried many of the available presets (room types and room sizes) but almost always the echo is too strong. It seems that big rooms just have a loud echo and a longer delay and small room presets have a loud echo and a shorter delay. However my problem is the echo loudness. Did somebody find out if there presets with a decent echo?

I also read in a thread from Peter Spy that you're able to edit the current presets in a text file. However I'm not sure where to do that. If there's no subtle echo presets, I would be happy if someone could point me into the right direction.

Thank you in advance for any help :)

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"Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager

Posted

I prefer loud echo than no EFX, OpenAL at all.

"I really perceive that vanity about which most men merely prate — the vanity of the human or temporal life. I live continually in a reverie of the future. I have no faith in human perfectibility. I think that human exertion will have no appreciable effect upon humanity. Man is now only more active — not more happy — nor more wise, than he was 6000 years ago. The result will never vary — and to suppose that it will, is to suppose that the foregone man has lived in vain — that the foregone time is but the rudiment of the future — that the myriads who have perished have not been upon equal footing with ourselves — nor are we with our posterity. I cannot agree to lose sight of man the individual, in man the mass."

- 2 July 1844 letter to James Russell Lowell from Edgar Allan Poe.

Posted

1. Check the attached file "EFX Definitionen" it includes presets with default setttings that can be altered directly per definition.

2. The altered defnitions have to be included in your efxs folder (mymapname.efx). This particlar file needs the line "Version 1" at the beginning of the file.  If you leave that out, it will not work.

3. Each preset in your custom file must be allocated with a info location entity in your map, example:

reverb "name of info location" {
"room hf" -400
"decay time" 1.5
"decay hf ratio" 0.75
"reflections" -1000
"reverb" 800
"echo time" 0.12
"hf reference" 5168.6
"lf reference" 139.5
}

 

EFX Definitionen.txt

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Posted
49 minutes ago, JackFarmer said:

1. Check the attached file "EFX Definitionen" it includes presets with default setttings that can be altered directly per definition.

2. The altered defnitions have to be included in your efxs folder (mymapname.efx). This particlar file needs the line "Version 1" at the beginning of the file.  If you leave that out, it will not work.

 

 

Just to make sure I can not use version 2 on this?

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"Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager

Posted
14 minutes ago, JackFarmer said:

Can EFX presets of version 2 be customized?

Yes, indeed.

In the worst case you can find always source code for a preset, copy all its attributes to your EFX file, then edit them as you see fit.
But according to wiki article, you can override selected properties by writing them after preset line.

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Posted (edited)

Hmm.. Thank you guys so far for any input. I ediuted my file in the efxs folder writing the property changes after selecting the preset. I set some pretty high values to hear the change - however nothing changed. This is what I inserted into the file:
eaxreverb "1stfloor"
{
    preset WOODEN_MEDIUMROOM
    LATE_REVERB_GAIN 9.5
    late_reverb_delay 0.950
    REFLECTIONS_GAIN 1.5
}

I can't hear any difference from the preset "wooden_Mediumroom".
Taken from https://bugs.thedarkmod.com/view.php?id=4815

Edited by SeriousToni
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"Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager

Posted
14 hours ago, SeriousToni said:

Hmm.. Thank you guys so far for any input. I ediuted my file in the efxs folder writing the property changes after selecting the preset. I set some pretty high values to hear the change - however nothing changed. This is what I inserted into the file:
eaxreverb "1stfloor"
{
    preset WOODEN_MEDIUMROOM
    LATE_REVERB_GAIN 9.5
    late_reverb_delay 0.950
    REFLECTIONS_GAIN 1.5
}

I can't hear any difference from the preset "wooden_Mediumroom".
Taken from https://bugs.thedarkmod.com/view.php?id=4815

Did you try using "GAIN -0.5" ?

The sound system presumes that 1.0 is the max and that values above 1.0 are over amplification ( a tool to compensate for poor recordings with default low volumes ).

 

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Posted
On 11/14/2021 at 5:12 AM, SeriousToni said:

eaxreverb "1stfloor"
{
    preset WOODEN_MEDIUMROOM
    LATE_REVERB_GAIN 9.5
    late_reverb_delay 0.950
    REFLECTIONS_GAIN 1.5
}

I can't hear any difference from the preset "wooden_Mediumroom".
Taken from https://bugs.thedarkmod.com/view.php?id=4815

Look here: https://wiki.thedarkmod.com/index.php?title=Setting_Reverb_Data_of_Rooms_(EAX)

late_reverb_delay must be in range [0, 0.1].
And I think other options are pretty high too.

What if you set these settings to zero?
Do you hear the difference?

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Posted

Thank you both for helping out. Indeed you're right as I was experimenting, I picked values that are too high which probably made the EFX getting ignored. It also prints out an error in the console if you type "reloadSounds" in which the values that are wrong are shown.

It didn't come into my head to just set some of them to zero to see if the changes are applied. They are! Good. With the correct min/max values in mind I experimented a bit and found a pretty decent indoors EFX setup like this:

preset WOODEN_MEDIUMROOM
REFLECTIONS_GAIN 0.2
DECAY_TIME 1

Again, thank you for helping out! Finally it works :)

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"Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager

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