Support for frequencymultiplier in character sounds#15082
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TheNinjaScout wants to merge 1 commit intoFakeFishGames:masterfrom
Open
Support for frequencymultiplier in character sounds#15082TheNinjaScout wants to merge 1 commit intoFakeFishGames:masterfrom
TheNinjaScout wants to merge 1 commit intoFakeFishGames:masterfrom
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Allows "frequencymultiplier" to have an effect on character sounds (idle,attack,damage,die,happy,unhappy) The error that happens when the frequency value of a sound goes out of range now also states what the minimum and maximum acceptable values are.
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You mean sound pitch? |
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Yes As of right now, sounds placed in status effects accept a parameter called "frequencymultiplier" which lets you write two numbers to specifiy the minimum and maximum pitch that the sound can randomly have (Or just one number to set the pitch to something other than default without making it random, like This PR extends that functionality to character specific sounds (which are defined differently than status effect sounds and currently don't use frequencymultiplier parameter at all) |
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Allows "frequencymultiplier" to have an effect on character sounds (idle,attack,damage,die,happy,unhappy)
The error that happens when the frequency value of a sound goes out of range now also states what the minimum and maximum acceptable values are.
Demonstration: https://youtu.be/fJ1g85Ce0Hg
(For the demonstration video, I edited all the crawlers' sounds to include a notable frequency multiplier)