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| 31 Jul 2016 03:22 PM |
"Muffle" somewhat like how dynamic lighting has the "Shadows" effect, this would be the same thing but block out sound if the part it was coming from was obscured by a wall or something (thicker wall = more muffle, if possible)
"AreaEmit" when enabled, instead of sound coming out from the center of the part, it comes out from the entire part i.e. having a huge brick that covers a river, instead of only the center of the river being really loud and the ends really quiet the whole river is the same volume
"DopplerIntensity" the Doppler effect applies to audio in parts where moving really fast to/from it will change how the audio is playerd (not gonna explain it), and this would contol how intense that effect is
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Inigo18
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| Joined: 02 Feb 2014 |
| Total Posts: 1041 |
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| 31 Jul 2016 03:24 PM |
| Nice ideas! Now if ROBLOX read this... |
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| 31 Jul 2016 03:25 PM |
areaemit could also apply to PointLights as well
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| 31 Jul 2016 03:27 PM |
Muffle I support for sure.
AreaEmit could be done through having the sound play for the player locally rather than globally while in a certain area, that can be done with scripting.
And as for the Doppler effect I'm pretty sure that is already a thing? If it's not though, support.
Will include Muffle in my Giant Suggestion Thread's next version. I'll link here of course. |
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| 31 Jul 2016 03:29 PM |
"AreaEmit could be done through having the sound play for the player locally rather than globally while in a certain area, that can be done with scripting."
nonono, that's how you play music and such
i'm talking about how if you have sound in a part as the further away from part's center = the quieter, but if you want the sound to cover an entire river or similar and still have it have the distance to volume ratio in it, if that makes any more sense
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| 31 Jul 2016 03:30 PM |
Oh you still wanted to distance:volume ratio on the AreaEmit. Okay now I get it.
Sorry, misunderstood.
Yeah support. |
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| 31 Jul 2016 03:32 PM |
the only reason i posted this is because i was playing with ambience in my current open place and i made a river ambient but it was really annoying because either there would have to be several spots where it's really loud and really quiet like a checkerboard in the river or have one loud spot and the rest is really quiet
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| 31 Jul 2016 04:19 PM |
We need more properties
SIGNED
Free advertising: https://web.roblox.com/games/401020665/Whats-left-of-TIX |
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| 31 Jul 2016 04:22 PM |
support
#Code while true do Print ("Bleach") wait(1) Humanoid.health = nil |
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| 01 Aug 2016 11:16 AM |
I put this suggestion into the giant suggestion thread. :P
https://forum.roblox.com/Forum/ShowPost.aspx?PostID=195067104 |
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| 01 Aug 2016 11:22 AM |
to be perfectly honest all i want is BRSTM audio support for smooth audio looping
but it will never happen :(
r+://395643849r+://395643911r+://395643959 Ω R$ |
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Enrxq
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| Joined: 30 Nov 2012 |
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| 01 Aug 2016 12:46 PM |
no support use an online music editior |
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| 01 Aug 2016 12:47 PM |
"no support use an online music editior" read the post LOL
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TMM16
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| Joined: 18 Jun 2016 |
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| 01 Aug 2016 01:33 PM |
support, this would be good features for the audio.
also at @has, if your going to use your alt to crap post ignorant stuff in the suggestions then you have another thing coming. we are not going to use an editor just because these things aren't added yet, so I have to spend 200 robux for muffle and without muffle? think before you type. |
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Borsy
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| Joined: 31 Jul 2014 |
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| 01 Aug 2016 01:33 PM |
@omega use ogg for smooth audio looping
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Borsy
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| Joined: 31 Jul 2014 |
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| 01 Aug 2016 01:37 PM |
@OP muffle should be a value between 0 and 1, default 0
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| 01 Aug 2016 03:58 PM |
MuffleIntensity - how easy it is to muffle a sound
Muffle- The maximum percentage the sound can be muffled out (0-1)
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