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Old 09-28-2008, 03:27 PM   #21
StinkyTaco
 
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Seems like I need to be a little more verbose with my posts.

Quote:
Originally Posted by bokko
Are you arguing just for the sake of arguing?
Nope, i am just a simple game developer, who knows what he is talking about.
You are the one who insists on deviating from the topic for the sake of argument.
I feel stupid that i took your troll bait in the first place, the post was completely off topic and absurd, i should have seen it then for what it is.

Quote:
Originally Posted by bokko
You don't seem to know what the doppler effect is.
Sigh...
As I have stated twice now I was not talking about the doppler effect, i am talking about a simulated doppler 3d sound system. Reading comprehension- it is your friend, dont fight it.

Quote:
Originally Posted by bokko
I never stated sounds would go off earlier if they were louder, where is the logic in a statement like that? Sounds made louder would be easier to distinguish, are you honestly trying to argue against that? You are obviously being confused here, so imagine all the superfluous sounds such as explosions being toned down, it would be easier to pick up the other sounds that are unaffected or optimised.

Why would increasing the volume of a sound make it sound like it's coming from a different direction?

Please take 3 large breaths, and go back and read my post again, you are obviously confused about what i am talking about. (please see what I said earlier in this post about reading comprehension)

Grab a copy of 3Dgame studio, or Blender 3D and play with the game engine sound system, then you may start to understand a little bit about how games and sounds work together.(caution, you will have to read the manual, and there are no pictures.)

Making the sounds "more audible" or at a higher volume should not effect game play at all, they will all start and stop at the exact same time.

If what you are saying is true, then people with high end sound cards are cheating too because they can hear more sounds being played at the same time. They hear more sounds therefore, they get an unfair advantage, because people with a cheaper sound card will not hear all of the same sounds.Dont you see how absurd this sounds?

BTW, why are you throwing in the "explosions being toned down" now?
I never said anything about sounds being toned down, or turned down to gain an advantage over other players.

Curve ball? More Troll bait?

Please keep on topic. Your attempts to derail this thread are not appreciated.
The thread is about controlling announcer and MOD sounds that do not have controls in the options.

If you wish to debate "tweaking the sounds = Cheating" please start your own thread. (push the "post new thread button", and dont expect me to post there... i usually do not take part in petty forum domination games.)

i dont see why you even posted in the first place, What the hell dose the announcer have to do with footfalls, and explosions, and cheating?

Push off , and let us discuss the topic please.
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Old 09-28-2008, 11:00 PM   #22
mervaka
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Quote:
Originally Posted by StinkyTaco
simulated doppler 3d sound system
please elaborate.
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Old 09-29-2008, 01:31 PM   #23
Circuitous
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Stinky: here's the deal.

You're saying, and you're right, that footstep sounds (as an example) would still start and stop at the same time as they do now.

However, currently, footstep sounds are quiet. Barely noticeable above background noise.

Say the footstep sound was replaced with a loud "ding!" though. Now, instead of tff, tff, tff, tff it's ding!, ding!, ding!, ding!

It's more noticeable against the background noise, and therefore grants an unfair advantage.

Why is it the people who make reading comprehension wisecracks never seem to have much of a handle on it themselves?
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Old 09-29-2008, 04:44 PM   #24
bokko
when ff will out?
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sigh, so your mod failed, huh?

You explicitly stated 'the doppler effect' as being what makes sounds start at the same time, which doesn't really make sense physics-wise. I mean I never studied game enginges but I did study basic physics, I don't know about you?

Why are you talking about the timing of sounds, your reading comprehension is probably at fault here?

I'm not saying fiddling around with the announcer voice would be an unfair advantage (If it's too loud or annoying it should be toggleable). My question was for anyone with experience of playing around with the sounds for FF, not necessarily you, and it was NOT a troll attempt. You have derailed the thread by going bat shit insane over a simple question.
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Old 09-29-2008, 10:41 PM   #25
greenday5494
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well, does FF support sv_pure? if it does, put sv_pure on, and you'll only be able to use stock files.
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