Puts reverb (a room, a hall, an echo...) on the sound effects played from now on.
Takes preset (0 off, 1 to 9) and volume (how loud the reverb is, 0.0 to 1.0).
Returns True, or False on the PlayStation if there's no sound RAM left for it.
Audio
Parameters & Returns
Parameters
presetInt
volumeDouble
Returns
Int
Quick Summary
Puts reverb (a room, a hall, an echo...) on the sound effects played from now on.
Takes preset (0 off, 1 to 9) and volume (how loud the reverb is, 0.0 to 1.0).
Returns True, or False on the PlayStation if there's no sound RAM left for it.
Technical Exegesis...
The reverb is the PlayStation's own, with its ten presets, and it sounds the same on desktop, web and PS1:
0 off, 1 room, 2 studio small, 3 studio medium, 4 studio large, 5 hall, 6 half echo, 7 space echo, 8 chaos echo, 9 delay.
It goes on sounds started after the call (audPlaySound, audLoopSound, audPlaySound3D), not on music. Sounds already playing keep the setting they started with.
The reverb is the PlayStation's own, with its ten presets, and it sounds the same on desktop, web and PS1:
0 off, 1 room, 2 studio small, 3 studio medium, 4 studio large, 5 hall, 6 half echo, 7 space echo, 8 chaos echo, 9 delay.
It goes on sounds started after the call (audPlaySound, audLoopSound, audPlaySound3D), not on music. Sounds already playing keep the setting they started with. Turning it off with 0 lets the reverb that's still ringing die away naturally, and changing the volume takes effect straight away. A new preset starts from silence.
On the PlayStation the reverb works in its own area of the 512 KB of sound RAM: 8 KB for the room, 44 KB for the hall, up to 96 KB for the echoes and the delay. Set the biggest preset your program will use before loading its sounds, so the room is set aside. If the sounds already loaded leave too little, it returns False and nothing changes.
Example
Example.bam
audSetReverb(5, 0.6) ; the hall
Local shot:Int = audLoadSound("Media/pistol.wav")
audPlaySound(shot)