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Steam spatializer applies reverb even to non-spatialized sources #425

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mcclure opened this issue Apr 22, 2021 · 2 comments
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Steam spatializer applies reverb even to non-spatialized sources #425

mcclure opened this issue Apr 22, 2021 · 2 comments

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@mcclure
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mcclure commented Apr 22, 2021

Copied from #424:

Check out the branch break-phonon-test-2 of my lovr-docs repo and run Showcase/Break. This version of break has some tweaks to support testing (the sounds have all been edited to have long periods of silence afterward).

Run this with the Phonon spatializer. This demo has three types of sound effect: a series of short tone blips when the ball bounces off something; a "BEEP BEEP BEEP!" when the game is about to start; a "BRUH-NUH!" when you lose. As you can see, a full suite of effects are applied to the tone blips, but none to the other two sounds. In testing, the BEEP BEEP BEEP and BRUH-NUH have reverb even though they should be no-effects sounds (IE the spatializer shouldn't even get the CHANCE to process them). If you disable reverb globally (geometryMode = "disable" at the top) they sound normal.

@bjornbytes
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It seems like they're still using the old API for effects.

The BEEP BEEP BEEP and BRUH NUH are created with { spatial = false }, but the docs here don't mention that flag. It should be { effects = false }. I made this change and they don't sound spatialized/muffled anymore.

Additionally, there is no need to manually setEffectEnabled every Effect now for the blips. You can leave the effects option as nil (AKA true, the default), which will enable all effects.

@mcclure
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mcclure commented Apr 28, 2021

OK. I was behind on the API then. Thanks.

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