falconwind
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- Nov 19, 2003
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You always hear about people discussing whether or not gunshots are instantaneous in the game world, or if they're actually modelled as moving objects, or if there is a time delay to simulate bullet travel.
But what about sound?
Sound travels at 340.29 m/s (1225 km/h) or 1116.44 ft/s (761 mph), which is pretty damn fast. In a confined space such as many FPS games take place in, this is basically instantaneous, but what about large wide open spaces as seen in BF1942, or HL2?
One of my favorite things in HL2 is the rocket launcher. And nothing is more satisfying than guiding it to it's target over a long distance, and to hear the crack of the explosion echo all around. :sniper:
But I noticed that, even at extreme distances, there's no delay between the explosion, and the sound effect.
While this might be nit-picking, I think that having a distance delay on sounds would add a little something to the overall experience. it just makes the wide-open spaces seem all the more bigger. :thumbs: And am I wrong to assume that such an effect would be not-too-difficult to make?
what do you think?
But what about sound?
Sound travels at 340.29 m/s (1225 km/h) or 1116.44 ft/s (761 mph), which is pretty damn fast. In a confined space such as many FPS games take place in, this is basically instantaneous, but what about large wide open spaces as seen in BF1942, or HL2?
One of my favorite things in HL2 is the rocket launcher. And nothing is more satisfying than guiding it to it's target over a long distance, and to hear the crack of the explosion echo all around. :sniper:
But I noticed that, even at extreme distances, there's no delay between the explosion, and the sound effect.
While this might be nit-picking, I think that having a distance delay on sounds would add a little something to the overall experience. it just makes the wide-open spaces seem all the more bigger. :thumbs: And am I wrong to assume that such an effect would be not-too-difficult to make?
what do you think?