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Help Requisition - Audio effects on CopperCube
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[quote][b]VP[/b] wrote: You can simulate attack/fade, phase-shift, echo, tremolo and reverb very crudely by recreating the physical effect manually. Attack/fade - start the sample playing as 3D in the distance and move it towards the camera over 500ms for attack effect - start sound close to camera and move away for fade/decay. For echo - play the same sample twice or more (one after the other - with a 500ms delay and reduce the volume of the subsequent samples for cadence/decay effect). For phase-shift/flanger/chorus: play the same sample twice with a very short delay between sample 1 and sample 2 (1 or 2 milliseconds) - both samples at the same volume. For added effect,push one sample 3D left and the other 3D right. For reverb, same as phase-shift technique (above) but sample2 should be a lot quieter than sample 1. Adjust delay to increase/decrease reverb. For tremolo, attach (child) 3D sound to a rotating plane so the sound circles and pans left/right, close/far. Adjust distance of sound and speed of rotation to adjust vibrato/tremolo effect strength. Another alternative is to record all your samples with echo tails. Now when you play them back they will echo (obviously) - good for caves/buildings etc - to make the same sample clean (no echo), use the "stop sound" command to cut the sound short before the echo/delay plays.[/quote]
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