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DSP effects on ambient_generic

PostPosted: Tue Aug 10, 2010 8:34 pm
by Thetommygun
Hey guys,
The engine added an awesome DSP sound effect which distorted the speaker's voice in accordance to the circular room she was in. However, after changing a few small things inside the room, the effect no longer took hold of the sound. Is there a way to force DSP effects on an ambient generic entity? Or at least trick the engine into using that effect again?

Re: DSP effects on ambient_generic

PostPosted: Sat Aug 14, 2010 7:57 am
by Shrinker
Changing a few small things causing the effect to vanish... that sounds like a cache problem. Isn't there a sound cache directory that you can delete to force it to be rebuilt?

Re: DSP effects on ambient_generic

PostPosted: Wed Aug 18, 2010 6:12 pm
by Thetommygun
I have no idea. However, I did get the fx to work.
I created separate soundscapes for each speech wav. I wanted to play. Then added a large time delay on the actual sound file so that playing two wav.s in succession did not cause them to fade into one another. All that was left was adding the matching dsp effect in the soundscape.
Works quite well,
check it out at
http://www.moddb.com/mods/escape-the-room