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When using oneshot sound definitions with randomized repeat times it is often desirable to change the repeat time ranges to suit changing game environments.

For example, changing the density of ambient oneshots as gameplay changes intensity.

A layer effect for sound definition repeat times would be useful. Either as separate min and max curves, or perhaps as a single value scalar curve that multiplies both min and max repeat times.

thanks for the support!
-jason

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Hi,
We can add that yes, i think if it is a layer effect, it would probably need to be a scalar, because there might be different sound definitions in the same layer with different time values.

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Awesome, thanks!

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