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|ID||Project||Category||View Status||Date Submitted||Last Update|
|0000211||Scorched3D||Client||public||2014-11-19 03:13||2014-11-19 03:13|
|Target Version||Fixed in Version|
|Summary||0000211: Feature | Sound Melding or Blending|
|Description||I am unsure what this is called in technical terms, but I have observed it in newer game engines, and it's quite effective.|
The ability to fade sounds into one another based on distance from the object playing the sound file.
For example: I have both a far away sound effect of a tank firing, and a close by sound effect of a tank firing.
When the camera is zoomed out, it plays the far away firing sound.
When zoomed near the tank, it plays the close by firing sound effect.
Potentially even more wonderful complexity would be to meld the two or alter the sound effect to match their sound profiles while the player moves the camera.
This would add a greater level of sophistication to the sound engine, and make it possible to do some neat sound tricks, thereby creating a more immersive end user experience.
By way of a more practical example, you could use a more muffled rotor sound for the helicopter boids, yet when the camera is zoomed in on them you could have a turbine and sharper rotor sound.
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|2014-11-19 03:13||Kangabunny||New Issue|
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