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  #31  
Old 04-12-2007, 03:09 AM
Tyhm Tyhm is offline
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  #32  
Old 04-12-2007, 03:33 AM
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Quote:
Originally Posted by Tyhm View Post
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Stuff like changing frequency and things are not that hard to do by using external tools,
What if you wanted to change the pitch dynamically? For example to emulate the doppler effect?

G2k1 Train + Doppler effect = CRAZY DELICIOUS!
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Old 10-21-2014, 11:06 AM
Elk Elk is offline
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  #34  
Old 11-14-2014, 10:36 AM
super_matt89 super_matt89 is offline
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Quote:
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If you're underwater, you could use the Hi/Lo-Pass filters to emulate that. You could even use reverb and EQs to alter the sounds when a player's character's health is dramatically low, or if they start losing their sanity, that sort of thing.
First of all this is an amazing idea! I can imagine a lot of uses for the Hi/Lo-Pass filters especially the low hp idea could vastly improve the players experience, after all these days a lot of games seem to spend just as much effort on their sound department as they do graphics.

When I was Audio Engineer on Unholy Nation, I found that I had to re-record a whole new take of the same sound effect just to get particular tweaks and atmosphere to use along side the original, however this kind of improvement could make it much easier to conduct these seemingly small changes to sound effects and the like.

I do recall minor improvements for the audio side of the client, we need more opinions and perhaps a scripter's summary?
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