This suggestion is based on the recent #dev-wip message posted by Oki.
While I agree that there should be distinction of bullet sounds directed at you vs bullets flying around/away/near you in an direction. The way that its changed here has its issues.
The issues with this:
- You're tweaking the HZ of these guns to peak in higher frequency range and now the sound is blown out of proportion, where this does change the sound profile and follows what you're trying to do, it is also lowering the overall quality of a lot of the sounds in your game.
- This will also cause lots of users to have to adjust volumes (for those who don't own equalizers) and frequency of the game using equalizers to compensate
- This also poses a HEALTH RISK to players who have the volume of their games high, people who load up the game not expecting this could have their hearing damaged due to the loudness of the higher frequency
My suggestion:
If you are looking to add depth to the sound of bullet directions you can tighten the sound they are heard from based on the proximity to the character. I.E Bullets not in proximity are quieter than they are now, and and distance cannot be heard from at all is reduced.
These distances could also be changed based on the weapon used. DMR bullets passing by can be heard from a greater distance from the player, weapons like pistols, smgs, can have their bullet sound profiles much tighter to the player.
This suggestion goes hand in hand with the unique sounds of the weapons themselves. Not only will players learn what each weapon sounds like, but their knowledge of what weapon is actually shooting at them will increase to some degree.