So, as you can see here, I’ve made a realistic muffle effect, some feedback on some improvements I can do would be very nice, I will do my best to update this as much as possible with the latest updates I’ve done to it. even though this isn’t a full release I’m just putting this here for some feedback on how to improve this.
I don’t quite understand what you mean by this, any way you can describe it a bit more?
This realistic muffling effect is very nice! Good job on it! How long did it take to create this muffling effect? It looks like it works very well! What will you use it for? It seems like it was a bit louder than it should have been at around 50 seconds, but otherwise it’s cool!
Thank you! This only took about 2 days to make, I usually use it for the interior of buildings to give the effect the music is so loud you can hear the muffled version through the exterior, and at 50 seconds, thats because the part was improperly sized, I basically thought it would be a nice effect to have at points where you would need an effect like this.
I really like the effect. It gives off an extremey realistic and unique vibe.
Also, Philip here might be a bot… See his posts…
I have a few questions:
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Are you accounting for material absorption?
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Consider the way sound interacts with a wall:
Sound will:
a) reflect
b) be absorbed
c) reflect into the wall
d) go right through the wall at an angle
- Consider using a database for your sound occlusion.
Wow I don’t think there’s much to say. It’s amazing!
(I know this is about sound muffling but those lighting settings are amazing!)
Currently, its just dependent on distance, I plan on accounting for that in the future.
Instead of basing it on the character’s position, try scaling it relative to the player’s camera. This should be easy to implement and may provide different results that fit the game better.