Quote:
Originally Posted by haunter
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.
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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?