I’ve been digging through some previous questions here and have found a couple which I believe could address (or at least touch on) what I am trying to achieve, however, for whatever reason I’m just struggling to get my head around it and could use some help!
What I am trying to achieve is having the reverb wet signal of a 3D event increase with distance, and the dry level decrease. As a result, when the player is at a great enough distance from an event, they will only hear the wet signal of the reverb, not the dry signal of the event, and vice versa.
Now, this is easy to achieve if I have a reverb per event, and just automate the wet/dry signal with distance, but this is obviously ridiculously expensive as every single instance of an event would have to have its own reverb. I want to know how I could achieve this using sends, so there is one shared reverb between all events, yet the reverb signal is panned and matches the 3D location of the event it is processing.
Based on the info I’ve dug out so far, I understand that a signal going into a reverb is folded down to mono first. So how can I get a send to a reverb from an event to maintain the 3D location? I saw in a question (linked below) that we can use a snapshot with automation to achieve something similar, but, as I stated previously my brain can’t seem to process it properly at the moment!
If anyone has any tips or suggestions on how I can achieve this it would be greatly appreciated.