-
Ideally, all the audio effects would be applied at the level of each sprite or clone. In audio terms, each sprite or clone would have its own audio effects chain that includes all of the active audio …
-
The sound emulation is mostly correct for the music (which is amazing), but the SFX (for some reason) seems to leave a lot to be desired.
I imagine this was a performance modification, but it real…
-
Some sound effects that have proximity attributes will always play. Two levels that I have experienced the bug happening are, Great Asset and Do His Favor. When I disabled Mega Hack they both worked p…
-
同一頁,滑鼠域顯出來
Step 1: Show Client the Flow
Flow Display
Select Requirements & Quote
Editor Provides Reference & Confirmation
Start Editing
Editing Modifications
Step 2: Basic Informatio…
-
## Sound effects playing with wrong pitch/modulation
- Deku Link jumping/falling in water
- Goron Link rolling sound
- Damaging Cursed Man in Swamp Spider House
- Chuchu respawning/hopping sounds
…
-
Currently, GM:EntityEmitSounds gets called clientside only for clientside-only sounds. If it was called for all sounds clientside (if this is at all possible), it would allow for some interesting effe…
-
It'd be nice to be able to import a folder of sound effects for fails and successes, vs manually importing individually 1 by 1.
side request: dialogue to confirm resetting to defaults, accidentall…
-
Sound effects that probably _should_ be in the game but are not:
- ~~Footsteps - Fixed in #36~~
- Picking up items (plants, stones, treasures)
- Opening the letter/book (thanks Wuzzy, below)
- ~…
-
As with version 2022.07.27 the sound interpolation isn't quite faithful to the DOS version. The sound effects in ChocolateDuke3D sound harsher / more pronounced in the higher frequencies than in the D…
-
### Is your feature request related to a problem? Please describe.
The campfire mode is missing campfire sounds. My feature request is for adding ambient camping sounds, like bonfire, fireflies, etc.…