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Yoghira

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About Yoghira

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  1. Hi, may i ask your audio guy in your developer team if you plan to insert spatialized audio / sound to Alpha 20 or a later version? Ok it is only a thing when you play with headphones but it should be an option to activate. It will create much better immersion because you know exactly where to look if you hear a noise. Above / under , left or right, behind or in front of you - you can say where they are (zombies, animals), ... with closed eyes. I installed Unity just to play with that and it is very easy. I tried: Unity´s spatializer, Resonance Audio, Oculus Spatializer Plugin Steam Audio Spatializer. You don´t need soundreflections or ambisonics or things like that, just the spatializer. And then to make it "perfekt" bind the footsteps to the foots, the "Grrrrrrrr" to the head, the "swooshes and "swings" to the arm or hand and the "gibs" or hits to the collision coordinates - done. 😀 And a second thing i recognized is that u use "Linear Rolloff" instead of "Logarithmic Rolloff" in most of your "3D Sound Settings" for the creature sounds. That cause the unnatural sense of distance to the sound source. Please use "Logarithmic Rolloff" wether you go spatialized or not. How do you as community and as developer think about these? Regards Yoghira
  2. Hi, am i the only one that would like to see spatialized audio in this game? And because Oculus Rift support is one of your goals, why not using their spatialized audio plugin? Ok it is only a thing when you play with headphones but it will create better immersion. You know exactly where to look if you hear a noise. Above You or behind - you can hear it with closed eyes. I installed Unity just to play with that and it is very easy. I tried Unity´s spatializer, "Resonance Audio", "Oculus Spatializer Plugin" and "Steam Audio Spatializer". You don´t need soundreflections or ambisonics or things like that, just the spatializer. And then bind the footsteps to the foots, the "Grrrrrrrr" to the head, the "swooshes and "swings" to the arm or hand and the "gibs" to the collision coordinates - done. 😀 And a second thing i recognized is that u use "Linear Rolloff" instead of "Logarithmic Rolloff" in most of your "3D Sound Settings". That cause the unnatural sense of distance to the sound source. Please use "Logarithmic Rolloff" wether you go spatialized or not. How do you as community and as developer think about these? Regards Yoghira
  3. Yes, you are right, i mean shopping carts. Here in germany they have actually very good ones. Stable rubber tires with very good bearings. Of course some shops have carts with theft protection - they insert some kind of break if you leave the shop with them.
  4. @Roland or @Faatal or @Madmole or @Gazz Do you plan to make trolleys usable to transport things? Maybe a Handcart would be nice too to build without receipe/shematics/blue print as soon as you have some tires and some wood. And then last but not least as an extension for vehicles - a trailer. Because one of the first things i would organise in zombie apocalypse ist something to transport needed stuff. Best regards Yoghira
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