#Noises
6 messages · Page 1 of 1 (latest)
Footsteps are in need of variation which I'm sure is on a massive list of things to do.
alright thanks for the reply
yup
working on it
is it reasonably possible to start with near pinpoint footstep location based audio as some games have and then use distortion/echo to make it sound less precise to a given player? a quick example might be that a heavily fatigued player does not positionally locate audio as accurately as a less fatigued one, so basically a game mechanic. also this isn't necessarily a suggestion for the core game, i just want to eventually see how sound works in UE4 works a bit, was thinking if that's possible, and realized that I don't think I've seen a game do that before or maybe I just wouldn't know it.