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?