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Immersive Nice-to-have Sound Features

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    Immersive Nice-to-have Sound Features

    Hi,

    Just a couple of features that jumped into my mind:
    • Stinger alt-fire shards should have a surround "whoosh" sample play as they fly around the victim's body (just like the Ripper used to do in UT99)
    • The staple "whisper" chat sound should have a different pitch for team/friends/public players. It will make it much easier to notice/ignore when needed.
    • A preamble tone should be added (or mixed in) to voice communications. The tone will be different for team/friends/public players. A hang-up tone would be nice too.


    What do you think?
    Snir "DDRRE" Hassidim - Living and breathing UT since 2002!
    "When Video Games and the Enterprise Meet" - Read my chronicles of building a gamers club at my workplace.
    Facebook | LinkedIn

    #2
    Originally posted by DDRRE View Post
    Just a couple of features that jumped into my mind:
    • Stinger alt-fire shards should have a surround "whoosh" sample play as they fly around the victim's body (just like the Ripper used to do in UT99)
    Great idea. Done.

    Originally posted by DDRRE View Post
    • The staple "whisper" chat sound should have a different pitch for team/friends/public players. It will make it much easier to notice/ignore when needed.
    I thought about this, wasn't sure if it was worth the effort but certainly worth keeping in mind.

    Originally posted by DDRRE View Post
    • A preamble tone should be added (or mixed in) to voice communications. The tone will be different for team/friends/public players. A hang-up tone would be nice too.
    Isn't voice chat handled through an exterior program right now?
    Jim Brown
    @EntropicDev
    Epic Games

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      #3
      It would also be nice to have some sound propagation simulation like geometry-based reverb, occlusion, obstruction, absorption, etc.
      The new UT is coming along nicely...
      Maybe a new Unreal would be a good idea for Epic's next project? It's certainly somewhat overdue...

      Comment


        #4
        Originally posted by Entropy View Post
        Great idea. Done.
        Wow... That was kinda badass
        I like to think that you read this, then went into some mess of multi-thousand lined code written in Assembly language, made a few statements to do with amplitude and relative distance, then typed out the 1's and 0's for the "whoosh" audio. All of this in the space of around 10 seconds.

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          #5
          It would be nice if the doppler effect was used for some of the sounds like flying projectiles and moving lifts, kinda like how UT99 had done it.

          Comment


            #6
            Bumping this again, now that we have audio-related updates in the latest build.
            Snir "DDRRE" Hassidim - Living and breathing UT since 2002!
            "When Video Games and the Enterprise Meet" - Read my chronicles of building a gamers club at my workplace.
            Facebook | LinkedIn

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