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    New FX Sound Behaviour?

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    • KrystalYeeK
      KrystalYee Admin
      last edited by

      What do you think?

      How will you use this in your game ๐Ÿ‘€

      22718544-7c27-440b-9521-01e63d3695ee-image.png

      00e3edef-94b6-4118-897b-297bbbc6c719-image.png

      NeilSennN 1 Reply Last reply Reply Quote 1
      • NeilSennN
        NeilSenn @KrystalYee
        last edited by

        @KrystalYee Having the same audio file played at slightly adjusted and varied pitch values for variety is one of the coolest fast UX tricks I've seen.
        Thank you a million for all for of the audio advancements. Being able to tweak-test-tweak-test-tweak-test with no latency on compile until the audio trigger feels correct is one of the many reason I wouldn't be anywhere else.
        You all are the best!

        KrystalYeeK 1 Reply Last reply Reply Quote 2
        • KrystalYeeK
          KrystalYee Admin @NeilSenn
          last edited by

          @NeilSenn Thank you! We absolutely love hearing this! ๐Ÿ™Œ

          Pitch variation is such a tiny tweak with a huge payoff, makes everything feel more alive. And yes! Instant testing with no compile time is a total game-changer. So glad you're getting the most out of it! ๐ŸŽงโœจ Do show us some of your WIPs with these behaviours.

          And let us know if we should share more audio tips or examples for pitch/randomization :)

          1 Reply Last reply Reply Quote 1
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