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NightMan repliedOriginally posted by lostandconfused View PostI thought that in TAM, the pitch of the hit sound was supposed to correlate with the damage the hit inflicts. What I'm saying is that when I play TAM, the hit sound is always constant - regardless of how much damage the hit does.
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lostandconfused repliedOriginally posted by Wormbo View PostTAM and UTComp have different hit sound implementations, standard UT2004 doesn't have any hit sounds. Quake 3 also had constant hit sounds, so what exactly is your point?
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Wormbo repliedTAM and UTComp have different hit sound implementations, standard UT2004 doesn't have any hit sounds. Quake 3 also had constant hit sounds, so what exactly is your point?
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Crusha K. Rool repliedThe time in which a sound is played can be influenced by the Pitch value in the script. Playing the sound slowly will make it sound low, playing it fast will make it sound high.
You could try to bind the Pitch to the accumulated damage, but that would require to script a new mutator.
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lostandconfused started a topic HitsoundsHitsounds
So whenever I play TAM, hitsounds are always the same - no matter how much damage the hit does. Every hitsound is the EXACT same, and it has always been like this for me.
My understanding is that for hits that do a lot of damage, a low sound should be heard; and hits that do little damage give a high sound.
Anyone know why I don't get this?Any help would be greatly appreciated.
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