I'm trying to create a "sound expansion"
a nuclear explosion sound has 1000ft of audible sound area
players who is next to the explosion hear it first
players who is far to the explosion will hear after some seconds
when the sound reaches its area limit, it ends with a "fade-out"
i already know how to create fade-out sound effect in Unity
know i want to know how i can create this "sound expansion" effect
I've made my new showreel. I did my best and I hope to optimize it as thoroughly as possible.
Really want to hear your opinion about it.
In classic sound adjustment of games we having control over volume of music or sound-FX. For lots of table games or puzzles this is enough for all user preferences.
But in more difficult games with complex sound environment such of adjustments is not enough and gamer must to use the headphones, because sounds of game environment can disturb surrounding public. But headphones can destroy the health of gamer.
I'm not present any code at here, but I trying to build a draft of sound FX spectre of emotional perceptibility of gamer to giving more wide control over sounds in game with complex choice for favor gamma in playing sounds.
0. Angels level Mood music, that playing in the brain at this moment Sounds of thinking like the trying for inspected prediction for action Speech synthesis of player thinking process; Player-self dialogue Inside sounds of body functions, like heart-beat, breath or beat in temples Outside sounds of body, like knuckles squeak, belly rumbling or cough Nearest subjective environment, like mosquito cheep, buddy whisper, phone speech or headphone of equipping Subjective environment, like fly hum, sleepers shore, somebody cough or slurp, speech Active subjective environment, like doors squeak, floor squeak under foots, sneakers shuffling, tick of switch Objective environment accompaniment, like leaves rustle or curtains swaying, branches rap in window, winds drone, water purl Passive objective environment, like spontaneus floor or furniture squeak, alone drop fall, wallpapers crackle Operated active technical environment, like phone ringtone, TV set or radio, claxone or gun shot Interactive technical environment, like watch tick-tick, elevator sound Active technical environment, like frigy sound or autos engine Technical environment accompaniment, like generators sound Passive environment, like waterfall noise or river purl, twitters, public hubbubs Operated environment, like battle noise or cannons shots, explosions Interactive environment, like thunder or lighting, volcano or earthquake Active environment, like hurricane or tsuname Evironment accompaniment, like public or animals screaming, animals rave, people rave or crying It's not HDR. No dynamics.
Static normalize all sounds of game for session.
Just, like in graphical equalizer, we can have a 20 sliders band of levels any sounds.
If user shut down to zero all 20 adjusts, except #6, then no any sounds user can listen and hearing #6 (mosquito, whisper and equipping) only.
(No monsters, no disasters, no cannons. The commander only!)
By Rebound Studios
We are a group of people Looking for UE4 Programmers And 2D & 3D Artists & A SFX Artist for a Star Wars fan project.
Obviously any contributions would be very appreciated.
The game is a 3rd Person action adventure Uncharted like game on a smaller scale & much shorter.
Preferably we are looking for people who want to fill their portfolio a bit. Concepts are currently being made for the characters, weapons etc
Obviously as the title says this is an unpaid project.
If interested and you want more details then email me at email@example.com
(P.S. I don’t go on here often so I probably won’t see your message)