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I've always thought that Avara's atmosphere could be really benefit from a small amount of ambient reverberance. I played a few games the other day with the audio piped through my DAW to play around with the concept, and I found it a real improvement in terms of atmosphere/immersiveness/"vibe"; and I got to thinking a little about how this could be practically implemented. Even a pretty trashy, simple algorithm like Schroeder would probably be adequate and fit the game's retro-cool aesthetic; but there are a couple of open source projects I'm aware of, namely Freeverb3 and a derivative thereof, the Dragonfly Reverb plugin suite (which I believe are based on the more sophisticated Dattorro algorithm) that sound quite good and could be a very nice addition.
In practice I could see this at its most basic being a global on/off toggle in settings (or a compiler flag, or...); but I could also see this being built into an addition to the level format, e.g., Areas that dynamically alter the level of the wet signal or reflection/tail balance to suggest different acoustic spaces (or potentially even more outlandish special effects).
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I've always thought that Avara's atmosphere could be really benefit from a small amount of ambient reverberance. I played a few games the other day with the audio piped through my DAW to play around with the concept, and I found it a real improvement in terms of atmosphere/immersiveness/"vibe"; and I got to thinking a little about how this could be practically implemented. Even a pretty trashy, simple algorithm like Schroeder would probably be adequate and fit the game's retro-cool aesthetic; but there are a couple of open source projects I'm aware of, namely Freeverb3 and a derivative thereof, the Dragonfly Reverb plugin suite (which I believe are based on the more sophisticated Dattorro algorithm) that sound quite good and could be a very nice addition.
In practice I could see this at its most basic being a global on/off toggle in settings (or a compiler flag, or...); but I could also see this being built into an addition to the level format, e.g., Areas that dynamically alter the level of the wet signal or reflection/tail balance to suggest different acoustic spaces (or potentially even more outlandish special effects).
Thoughts?
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