I know FMOD_DSP_TYPE_SFXREVERB has the FMOD_DSP_SFXREVERB_WETLEVEL parameter, and it’s been very useful.
But what I’m asking here is a way to make a dry sound come forward while maintaining the same (or similar) wet level.
Let’s say you and your friend are in a cave.
We can simulate the place by adjusting all the parameters including the wet level.
But if your friend starts talking looking at you, you’ll hear their dry voice more, and this is what I want to simulate.
What is the best way to achieve this with the lowest overhead and without any signal doubling issues?