Silent walking #623
Replies: 3 comments 5 replies
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Does it not already do that? |
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Slightly adjacent to this topic, I'd be in favor of a high dynamic cutoff for distance based cues, i.e. make sounds roughly fit in 3 categories:
This would have the benefit of removing the kind of prisoner's dilemma, whereby you can gain a competitive edge by playing at unhealthy volumes, where simply cranking your volume levels really high would net you extra info at the expense of hearing damage when actually LOUD sounds play. |
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I think going for rains intent and adjusting velocity thresholds upwards is a good idea, it keeps with the spirit of the original while compensating for the increase in utility audio has in 2013. |
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With how strong sound is in the new engine, making it very easy to locate where people are coming from, I think making the walk feature useful by stopping player footstep sounds when held should be considered
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