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Spatialized spell missile hit sounds #1300

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merged 3 commits into from May 17, 2019

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commented May 16, 2019

tweak minDistance and maxDistance instead of spatialBlend and volume

volume is never effectively amplified, so setting volume > 1f has no effect.
Instead, one can increase minDistance, so the the sounds stays at nominal volume at a larger range.
maxDistance sets at what distance the sound stops becoming quieter with distance. This is actually better than using spatialBlend, because the sound stays directional, which is important to know where are enemies fighting.

Forums: https://forums.dfworkshop.net/viewtopic.php?f=24&t=2089&p=24412#p24412

Pierre Etchemaite added some commits May 15, 2019

Pierre Etchemaite
only use weakened spatialBlend for missile impact sounds
Previously impact sounds were not spatialized at all, which sounds
unrealistic.

This makes impacts mostly spatialized, but with some ambient sound
reminder, so sounds never totally fades in the distance.

Could be interesting to experiment more with sounds balance, volume
rolloff and stuff...
Pierre Etchemaite
tweak minDistance and maxDistance instead of spatialBlend and volume
volume is never effectively amplified, so setting volume > 1f has no
effect.
Instead, one can increase minDistance, so the the sounds stays at
nominal volume at a larger range.
maxDistance sets at what distance the sound stops becoming quieter with
distance. This is actually better than using spatialBlend, because the
sound stays directional, which is important to know where are enemies
fighting.

@petchema petchema changed the title Spatialized spell missile hits Spatialized spell missile hit sounds May 16, 2019

@Interkarma

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commented May 17, 2019

I like this a lot! And such a clever solution too. Cheers. :)

@Interkarma Interkarma merged commit 75157cf into Interkarma:master May 17, 2019

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