Doppler and pitch are already implemented, but two others I could see having lots of practical use would be low-pass and high-pass filters. Low-pass for effects such as open menus which pause gameplay and high-pass for things such as accompanying disorientation/confusion/flashbang/underwater/etc effects.
Doppler and pitch are already implemented, but two others I could see having lots of practical use would be low-pass and high-pass filters. Low-pass for effects such as open menus which pause gameplay and high-pass for things such as accompanying disorientation/confusion/flashbang/underwater/etc effects.