Hey there Alex, we just wanted to say, bang up job on your amazing music and the sounds you've been tirelessly working on implementing into Rust.
With the upcoming intensity-induced music that you've been working on lately, we have but a small idea for you.
We're sure you've heard of "infrasound" and we're wondering if you've considered using it in very particular scenarios to cause a bit of a more subconscious level of distraught and discomfort for the players. It is to add somewhat of a more serious feel to the game. To be honest it sounds a bit over the top but we'd like to extend the very thought of it's possiblity for you to toss around a bit.
Keep up the great work!
Cheers,
Rustopedia
That my friend is nothing more than EQ. I should also state that the psychoacoustic plays a role but whats the point if audibility is below 20hz?
In a game, its the subtlety and balance of basic sounds. Not the frequency
not sure i agree rush mate; certain frequencies below and above the levels that can be "heard" actually do have a physiological affect on the listener. not sure if it would be useful for rust, but it does actually have merits;)
[QUOTE=mrknifey;50598435]not sure i agree rush mate; certain frequencies below and above the levels that can be "heard" actually do have a physiological affect on the listener. not sure if it would be useful for rust, but it does actually have merits;)[/QUOTE]
This is true, however...when frequency is below 20 hz you wont hear it, you will only feel it (maybe)
So, unless your gaming rig is set with a sub that actually can read that sine wave (which I dont believe most people do)...it is moot.
It is also known that higher frequency can be more of an irritant than anything. So, yes..there is your psychological aspect however...unless your putting a bullhorn in..lol there is no real point imho
So, the EQ point was made due to being able to control those aspects.
ie, remember those footsteps we heard a few patches back that sounded like pitter patters steps? It was very soft and "almost" undetectable. Now, the footsteps got a heavier tonality...the lower frequency now takes over in the 30-50hz range and you can actually"feel" the resonance of heavy feet.
My point is...I do not believe it is necessary to go that low or that high in frequency,especially for a video game and most certainly not in Rust. I believe Alex is doing quite a nice job as it is. I have faith in em for sure =O)
Oh...and I did a thesis in school about the psychology of sound. Trust me, you are spot on, it is very important. However, the value of the frequency is the most important part.
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