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  • Doppler effect

    Apparently the doppler effect settings actually do something (I thought they were like the lens flare settings; not quite implemented) How do I turn these off, or make a certain sound not be affected by them? One of my objects is playing a sound, but it is getting all warped and slowed down and stuff if you get too far away from it.
    It's not my fault everything you like is terrible.

  • #2
    Doppler only applies when the objects are moving, distance should have little to do with it. (From an entirely physics standpoint, I know little of the UT engine)
    Nearly all men can stand adversity -- if you want to test a man’s character, give him power.

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    • #3
      I have no idea if it is the doppler effect thing doing it, but it would make sense and I can't think of what else it could be...
      It's not my fault everything you like is terrible.

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      • #4
        the ut ripper projectile uses the doppler effect, if you want an example.

        basically the pitch of the sound generated by the objects changes as it moves closer or further away from you, can sound sorta cool.
        Red Guard
        Thievery UT

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        • #5
          Originally posted by oRGy
          the ut ripper projectile uses the doppler effect, if you want an example.

          basically the pitch of the sound generated by the objects changes as it moves closer or further away from you, can sound sorta cool.
          The Redeemer missile uses it as well , adds a new level of terror when it flies by players.

          The Unreal 8balls rockets also had this leet effect , it was implemented in the original unreal engine... makes fights so immersive...

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          • #6
            So why is my stationary specialevent changing its pitch??
            And what does the transient radius and volume do?
            It's not my fault everything you like is terrible.

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