Another way some of our users have done this is by using a snapshot with automation. The basic setup is as follows:
- Create a special reverb bus with a second reverb effect (e.g. “CaveReverb”).
- Create a send from your event’s master track to “CaveReverb”.
- Create a snapshot (e.g. “CaveReverbPosition”). Inside the snapshot, you need to scope in the bus panner of “CaveReverb”.
- Go to the “Tracks” view of the snapshot (the button is in the transport bar), add the automatic parameters for distance and direction.
- Automate the panner’s Extent and Direction properties along these parameters, as required.
- Place the “CaveReverbPosition” snapshot in the game world, near the entrance to the cave. This will allow for the automatic parameters to be passed in.
Follow up in response to comments: The first thing to keep in mind is that the signal going into the reverb, even when panned in surround, is folded down to mono first. This means that the reverb effect will not preserve the spatialization of the event’s audio. What this is actually doing is using the Direction and Distance parameters of the snapshot, not of the event where the sound is coming from. Just like an event, a snapshot can be given 3D coordinates, which it can use to change how it behaves based on position/angle.
When you say you hear no change, is this in the game or in the tool? In the tool, make sure you hit play on the snapshot. Then you can scrub the distance and direction parameters to test how it will sound. In game, make sure you’re giving a 3D position to the snapshot, which would be at the cave’s location in the game world.
In terms of the event setup, I would place the send to “CaveReverb” before the 3D panner, so that it isn’t attenuated by distance. You could send a static value (say 0dB), or automate it if the event may/may not originate within the cave (you’d need a custom parameter for this). Then, you could scope the fader volume of “CaveReverb” to the “CaveReverbPosition” snapshot, and automate an attenuation value for it over distance. The other thing I’d do for the event is turn its master volume down to zero for testing (assuming the send to “CaveReverb” is pre-fader). This way you can hear the reverb in isolation.
I’ve attached some new screenshots with more details.