Sounds good. I think your attenuation ranges on a lot of the electric sounds on the wall (video boards, etc.) could be a little larger. It seemed like you really do have to be right up against it to hear it. Many of the sounds come in and out very suddenly, which I have found to be a common problem with Unreal. The attenuation is linear across the min and max ranges, which makes it hard to shape the attack of the sound. But yeah. Good and thanks for the detailed description.
Where the audio and/or video seems to 'freeze' this is due to the video capture software, rather than levels programming, also the horizontal and veritcal boarders were a result of the same software.
This is a good example of interactive audio. I've been using zelda examples in presentations that ive done, but this will work better!!
darbeel1 11 months ago
Hi, i have a little proposition for you if youre interested, money to be made.
get back to me cheers,
adam
adamthecat116 1 year ago
that was cool
theking199012 1 year ago
nice
norskedrit 2 years ago
Sounds good. I think your attenuation ranges on a lot of the electric sounds on the wall (video boards, etc.) could be a little larger. It seemed like you really do have to be right up against it to hear it. Many of the sounds come in and out very suddenly, which I have found to be a common problem with Unreal. The attenuation is linear across the min and max ranges, which makes it hard to shape the attack of the sound. But yeah. Good and thanks for the detailed description.
jastanger 2 years ago
Where the audio and/or video seems to 'freeze' this is due to the video capture software, rather than levels programming, also the horizontal and veritcal boarders were a result of the same software.
Aztecanian 2 years ago