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faatal

faatal

1 hour ago, 4sheetzngeegles said:

@faatal

 

Since there is no concept of floors, could it not be based on
distance alone. Using the gps of F3 calculator and the difference between
player and emitter, 100% within 3 blocks, and after that have
the volume adjustment lowered by 3 per additional block difference
so at 30  paces it would stay at the minimal setting sort of like using
a Cvar as a calculator to adjust it.

 

Or would they play havoc on the pc or console volume drivers?

 

I know it's not that simple, but I look at how in depth the changes have been
made from before and after you joined the team. Makes me hopeful.

All these sounds are played as Unity Audio Sources. They have a curve for falloff with distance. Footsteps were just adjusted recently. This is footsteps, which has 0 volume at 20m.

 

image.thumb.png.10e05de793a54a76d429355c476e1374.png

faatal

faatal

1 hour ago, 4sheetzngeegles said:

@faatal

 

Since there is no concept of floors, could it not be based on
distance alone. Using the gps of F3 calculator and the difference between
player and emitter, 100% within 3 blocks, and after that have
the volume adjustment lowered by 3 per additional block difference
so at 30  paces it would stay at the minimal setting sort of like using
a Cvar as a calculator to adjust it.

 

Or would they play havoc on the pc or console volume drivers?

 

I know it's not that simple, but I look at how in depth the changes have been
made from before and after you joined the team. Makes me hopeful.

All these sounds are played as Unity Audio Sources. They have a curve for falloff with distance. Footsteps were just adjusted recently. This is footsteps, which has 0 volume at 20m.

 

image.thumb.png.10e05de793a54a76d429355c476e1374.png

image.png

faatal

faatal

1 hour ago, 4sheetzngeegles said:

@faatal

 

Since there is no concept of floors, could it not be based on
distance alone. Using the gps of F3 calculator and the difference between
player and emitter, 100% within 3 blocks, and after that have
the volume adjustment lowered by 3 per additional block difference
so at 30  paces it would stay at the minimal setting sort of like using
a Cvar as a calculator to adjust it.

 

Or would they play havoc on the pc or console volume drivers?

 

I know it's not that simple, but I look at how in depth the changes have been
made from before and after you joined the team. Makes me hopeful.

All these sounds are played as Unity Audio Sources. They have a curve for falloff with distance. Footsteps were just adjusted recently. This is footsteps, which has 0 volume at 20m.

 

image.thumb.png.10e05de793a54a76d429355c476e1374.png

image.png

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