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I have a system that determines a value that I'd like our audio designers to be able to bind to various reverb settings (filters, amount ,etc) at the per-game-object level. I can modify the value we send already, but we can't see how to use this to e.g. modify the low-pass filter of the reverb as well.

There is the occlusion value, but that affects the dry path as well, and this value should only affect the wet path.

We tried setting up RTPCs in the reverb set itself, but it didn't seem to respond as the value changed on the source, though the game sync monitor confirmed that it was indeed being sent and changing.

Is there a way to accomplish this, or is the value the game sends with the game-defined send the only per-source reverb parameter, other than occlusion?
General Discussion Vitor M. (180 포인트) 로 부터
Is the Reverb effect on a reverb bus or is there a separate reverb for each instance of the source?

RTPC's on fx busses have to be on a global scope, and global scope rtpc's are overridden by gameobject scope rtpc's.  For hooking up a game sync to a send, there's a little rtpc button next to the volume slider on the Aux Sends box on each source's general settings tab, but changing parameters on the reverb itself may be more tricky.
The engine already has to affect the volume, so an RTPC doesn't seem necessary for just that.

I think if we could figure out a way to affect e.g. an LPF on the game-defined send on a per-source basis, we'd have most of the tools we need.
Oh, so you're looking for just an LPF on ONLY the send, not the source itself, and still on a per-object basis.  Yeah I don't know if that exists.  You can do per-object filters, you can route the sends through an aux bus with a filter on it, but I can't say how to do both.  And, I take it the low-pass curve in the attenuation editor isn't what you're looking for, either.

That's tricky.

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