Adaptive Reverb in Unreal with FMOD snapshot

Hi everyone,

Today I wanted to show you this video of mine where I quickly demonstrate the use of the Audio Volume tool in Unreal to trigger an FMOD snapshot. This way, you can create different reverbs (with FMOD) and then call them by placing some boxes around the map. I'd love to dive deeper into this system and maybe even optimize it (perhaps by adding triggers and triggering the snapshot through events? - changing early reflections based on the character's position?). A couple of final notes:

  1. The second reverb is intentionally exaggerated to highlight the difference from the previous reverb.

  2. I was thinking of making a video where I explain in more detail what I did.

Thank you.