REVERBS

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:

COMMANDTYPEDESCRIPTION
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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