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rushing air sound when player falls a long distance

#1
there should be a rushing air sound when the player falls long distances.
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#2
+1
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#3
[Image: 3RR4Gk75TBzRbQ1C1ara17]

I support this ...

I would also add it when the player is moving very fast ....

(and add a no_rushing_air_sound entity for space ... and other areas that dont have air ... or sound)
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#4
(11-11-2012, 03:57 AM)hutty Wrote: (and add a no_rushing_air_sound entity for space ... and other areas that dont have air ... or sound)

It's kind of weird considering that you still hear footsteps, voices and weapon sounds.
[Image:http://i.imgur.com/4XODR.png]640K ought to be enough for anybody.
     ― Linux Torvalds
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#5
It would be cool, especially when your bunny-hopping really fast, if you also hear the air flow around you it would add such an effect and feel to the game.

Only con, might be disturbing for more competive players i guess...
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#6
[Image: 3hns0l5G9DeqMCeJ3bZMRO]

then they could just turn it off on the super competitive servers ...
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#7
Would love a doppler effect resounding from walls and obstacles that you go by fast. Same if things goes pass you when you're a 'stationary listener'.
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#8
YeAh, that sounds good. Now we have to record some s0unds of people falling and bunny-hopping at 60 km/h...
[Image: 0_e8735_c58a251e_orig]
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#9
or just record wind rushing
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#10
Never record the real sound when doing SFX. Wink

I saw a game were they had insanely nice gore spunds, and then in a devlog they showed that they just smashed watermelons to get it! Smile
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#11
machine, why?

Ha-ha! a watermelon!!! Hilarious!!!
[Image: 0_e8735_c58a251e_orig]
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#12
like motion in Portal 2
[Image: foxtrotcproggry.jpg]
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#13
(11-12-2012, 01:30 AM)machine! Wrote: Never record the real sound when doing SFX. Wink

I saw a game were they had insanely nice gore spunds, and then in a devlog they showed that they just smashed watermelons to get it! Smile

One can get REALLY creative when you're in need of certain sounds. I myself made some flying bird sounds for one animation and I got the desired sound with waving toilet paper quite vividly in front of the mic.
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#14
we already have a looping air sound in data pk3, as well as several other wind sounds. it's just a matter of using them appropriately

also, the sound could be played whenever the player has reached a very high velocity, such as off a jump pad or launcher.
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