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Alt 12.11.2016, 10:16   #1
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Standard Neuer Download: Absolute HitSounds Mutator

Absolute HitSounds Mutator

Beschreibung:
+/- Klappen
Zitat:
Original-Thread @ Epic-Forum:
https://www.epicgames.com/unrealtour...read.php?24614


Zitat:
A few days ago I started work on a hit sounds mutator, as we needed a new one for our hub, due to security concerns with the other community hit sounds mutator.

I'm making it available here in case anyone else might want it for other hubs, or for offline use.

Absolute HitSounds v0.07 (Updated 11/11/2016, md5 checksum: afc2cc36e6067f96da0ea34f6f670bf4)

It's also currently running on Absolute Atlanta Hub, if people wish to try it there.


Some features of note:

It uses the same source audio sound from the UT2004's tam and utcomp mutators, that people have been used to for years.

The pitch of the sounds has a greater range than people may be used to, as in the highest damage hits have a somewhat lower pitch, and the lowest damage hits have a somewhat higher pitch, than other current ut4 hit sounds mutators. While it may take getting used to, the goal is overall better ability to hear minute differences in damage.

You hear hit sounds from hits that land even after death(rockets, grenades, bio glob, etc).

You hear hit sounds for players you are spectating.

Sound is correctly calculated for players with udamage.

Some subtle tweaks to the audio should hopefully allow multiple sounds to be better heard when they happen at all at once(within reason).

Damage range for the pitch is 1 damage minimuhighest pitch) to ~200 damage maximuanything above 190 damage is the same lowest pitch tone).

Please note this is an early version and the pitches or sounds of the tones may be altered in a future pak, if subjectively better values are found.

Note this purely a hit sounds mutator, there will be no other functionality unrelated to hit sounds.


Changes in v0.07:
Repacked for new UT build

Changes in v0.06:
Fixed a bug that might've caused a short screen freeze because of a warning written to log file

Changes in v0.05:
Added a fix for a 1 second lag spike that occurred in the new UT build when the first hitsound of the map would play, by playing the hitsound assets once at an inaudible volume before the game starts to ensure they are loaded ahead of time.
Repacked for new UT build. (file size jumped from 73kb to 3mb as a result of the new UT/engine build for some odd reason)

Changes in v0.04:
The flak shard hit sound is now calculated differently: damage from any additional shards you fired on that same enemy is added together within a 65 millisecond window, and then a single sound for the exact total damage is played. This has the effect of one deeper sound instead of many small overlapping sounds when using flak primary, allowing to better estimate the damage dealt. Note that on a killing blow, any shards that land after target is already considered dead are not counted towards the total, because they do not issue damage events.


Known issues:

There is currently no way for players to adjust hit sound volume levels(other than hit sounds sharing the Effects and Master sliders with other game audio) or opt out of hearing them by turning them off client side when playing in a match that has the mutator enabled. These features are planned, and will be included in a future update if possible.


While much care was taken in dialing in the various volume levels and damage and pitch ranges through extensive iteration and playtesting, I appreciate any comments, feedback, or suggestions on current sound tones, volume levels, etc. Please let me know if you find any bugs.
Last edited by Scoob; 10-19-2016 at 06:18 AM. Reason: Updated for v0.05
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Alt 24.02.2017, 16:26   #2
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Absolute HitSounds Mutator has been updated!
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Alt 29.03.2017, 10:20   #3
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Absolute HitSounds Mutator has been updated!
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Alt 22.04.2017, 01:34   #4
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Absolute HitSounds Mutator has been updated!
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Alt 01.07.2017, 09:22   #5
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Absolute HitSounds Mutator has been updated!
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