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Post by lvluphero on Dec 15, 2023 4:02:46 GMT
Hello!
I'm in the process of integrating MasterAudio and so far it's been great. But I have a question about music, ducking, and wind.
In my game, the player can walk, run, swing, or fly and I change the wind based on the player speed. The problem right now is that because the speed changes so frequently, the music volume changes really quickly and it's pretty jarring.
Is there a best practice for implementing wind SFX with music? Is it better to just not duck the wind and keep it at a lower volume? Or is there a ducking fade-in time parameter I'm missing?
Thanks!
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Post by DarkTonic Dev on Dec 15, 2023 5:14:22 GMT
If wind is near-constant or you want ducking more subtle, turn down the Volume Cut until it's where you want it. If it's still not to your liking, yeah - don't use the ducking. There is no fade for ducking, and a fade wouldn't really work properly. It's meant for suddenly loud transient sounds.
-Brian
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