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| 02 Dec 2014 04:32 PM |
| Recently sounds come by in-game and usually depending how fast out velocity accelerates sound, but what about the Doppler Effect? That's what's missing on the Soundscape's Development. I would suggest adding the Doppler Effect to Roblox on Games and Places everywhere, but only add that source on Local Audios that can sound from bricks instead of the Starter Audio. If you find this a good idea, it would be great. You can add ideas as well as an additional option. |
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| 02 Dec 2014 04:36 PM |
that'd be potentially laggy, and tbh... useless
how could you make that useful for anything? |
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| 02 Dec 2014 05:10 PM |
| That source is hardly laggy due of it's only have to do with sound, nothing too-graphical relating to solid graphics. The sound simulates depending speed of the brick's velocity and distance, Local-to-Starter SFX. Player's Starter Soundscape with the Doppler Effect would be similar to expect that sounds from Local parts manipulates the Starter Sound to each players in Volume and pitch or speed. Other words, only players can hear would hear any Local Audio from bricks depending speed or distance, changes volume and pitch. So it's technically not useless as it's the part of logic based from reality, as Developers tries to simulate physics based from reality, doesn't have to be so perfect. There are things not mentioned that are useful from that theory. |
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marfit
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| Joined: 10 Jan 2013 |
| Total Posts: 2539 |
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| 02 Dec 2014 05:24 PM |
| Scriptable man, Scriptable |
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| 25 Mar 2015 10:04 AM |
| I've realized Roblox already has the Doppler Effect. |
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| 25 Mar 2015 10:33 AM |
Well that took... forever for you to realize...
alfalfa | R$94 |
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marfit
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| Joined: 10 Jan 2013 |
| Total Posts: 2539 |
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| 11 May 2015 03:01 PM |
| A few weeks after that I've realized there's a built-in doppler in the Properties from the Studio. |
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| 11 May 2015 03:04 PM |
pls
thread is dead
no necrobumps pls |
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