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Explosions


pakmannen

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I'm not sure the firearrow ones are any good. Maybe I overdid the breaking crystal part or something. Comments?

 

Firearrow1

Firearrow2

Explosive material destroyed 1

Explosive material destroyed 2

Mine

 

I also uploaded these to CVS earlier, they are just more of the same stuff we already had:

Broadhead wood 3

Broadhead wood 4

Thunder 2

Thunder 3

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Yeah, I think there are far too many crystal shard sounds. It sounds like he broke several windows in the explosion. :)

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YEah, they're all great except the fire arrow ones, which could be kept as a specific sound effect for shooting fire arrows into windows, since doom has breakable glass anyway.

Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest.

- Emil Zola

 

character models site

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I think glass destroyed sound are stored on a func_breakable or something like that. That sound is played EVERY time the window is broken, so it is better to have two separate sounds, one for fire arrow, one for window breaking.

 

Also, the window breaking is physicalized so that individual pieces fall, it might be a bit weird it the sound is very long and the visual falling of the pieces is very short, so sound length may need tweaking.

 

For ultra-realism, we could probably make each breakable piece make a noise when it hits the floor, but that's a lot of sounds to be playing at the same time.

 

Also speaking of window glass, are we going to have a different sound for walking on broken window glass? (Right now broken glass goes away after a while in vanilla D3, but we could conceivably set it to stay, and make more noise when you walk on it)

Edited by Ishtvan
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