Stored in reverbs.ddf file or in the DDFVERB data lump.
reverbs.ddf allows you to create a custom sound distortion(e.g. echos) which can then be assigned to specific sector types (via DDFSECT command "REVERB_PRESET") or via "REVERBPRESET" UDMF field.
Each entry consists of the reverb name enclosed in square brackets, plus a series of commands that specify the characteristics of how it will behave.
COMMANDS
The commands used for flats entries are as follows:
| COMMAND | TYPE | DESCRIPTION |
|---|---|---|
| ROOM_SIZE | [percentage] | Simulate a room size, each 1% corresponds to 1 foot. |
| DAMPING_LEVEL | [percentage] |
High value to simulate soft rooms (curtains, carpets, many people). Low value to simulate hard, reflective rooms (empty halls, swimming pools). |
| DRY_LEVEL | [percentage] | Controls the volume of the unprocessed sound. |
| WET_LEVEL | [percentage] | Controls the volume of the processed, reverberant signal relative to the original, dry audio. |
| REVERB_WIDTH | [percentage] | Creates a large, enveloping space. |
| REVERB_GAIN | [percentage] | Explanation stuff here |
EXAMPLES
The following is an example of a complete reverb entry for an example "METALLIC":
|
[METALLIC] ROOM_SIZE = 31%; DAMPING_LEVEL = 37%; WET_LEVEL = 100%; DRY_LEVEL = 50%; REVERB_WIDTH = 73%; REVERB_GAIN = 15%; |
These are the equivalent reverb entries used by our hardcoded builtin Dynamic Reverb:
|
[kIndoorStrong] ROOM_SIZE = 40%; DAMPING_LEVEL = 35%; WET_LEVEL = 35%; DRY_LEVEL = 50%; REVERB_WIDTH = 65%; REVERB_GAIN = 15%; |
|
[kOutdoorStrong] ROOM_SIZE = 30%; DAMPING_LEVEL = 35%; WET_LEVEL = 25%; DRY_LEVEL = 50%; REVERB_WIDTH = 15%; REVERB_GAIN = 15%; |
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