Spent the last two or so days working on making realistic reverb with the new audio objects. All of the sound data is precomputed and then queried on each sound play for smooth performance
I use AudioEqualizer & AudioReverb(thanks roblox!) and adjust their settings based on the data of the surrounding environment. For each cell I bounce many rays and store data from them in a grid
then, when playing a sound, I search the grid near the sound’s position(flood-fill esque) and average the data
There is also eq/reverb changes based on the distance, occlusion, and angle toward the sound
demo 1:
demo 2:
(the rest of the game is wip)
(not my map duh)
(edit: updated videos bc they were too quiet)
honestly idk what to improve/add besides making the preprocessing faster, so leave your suggestions