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Unity seems to have multiple ways of producing reverb, which is confusing. It's either on a per-sound basis or within areas placed within a map (which is why I'd need David's permission). There's presets available, but what I'd want would be deliberately lo-fi reverbs to imitate the early EAX 1.0 or A3D soundcards from 1998. I'm sure those parameters are listed on the internet somewhere.
Now, what I personally would really love for Dusk would be to implement an HRTF for 3D sound somehow. There is another Unity retro FPS called Devil Daggers that uses OpenAL Soft's HRTF, and it really adds a lot of immersion to the arena combat.
https://www.youtube.com/watch?v=qWlqG2spanY
Certainly, it would make Wendigos less of a pain to deal with!
https://youtu.be/vlxO4Wq5dGM?t=55s
https://www.youtube.com/watch?v=-oSlbyLAksM
I'll have you know that I've been practicing with Doom 1 maps to get a feel for when I get the Dawn SDK. Finding good reverb settings is very hard because usually the engine's presets are too overbearing for small or medium sized rooms. If they aren't, then they get completely drowned out by the music and you've just wasted 2 hours setting it all up.
EDIT: I think that Half-Life video has EAX set too loud, but that's besides the point.
https://www.youtube.com/watch?v=k4xJKkFPHp8
Even Counter-Strike 1.6 supported this technology up until Valve removed it for the Linux update in 2013. Counter-Strike Source also supports something called CMSS-3D and it actually sounds slightly more precise than CSGO's HRTF.