What if sound was amplified based on the actual damage done.

XxxLumberJackxxX·12/4/2014, 12:28:29 AM·7 votes·3,790 views

Like when you buy a BF sword your AA gets a little louder

14 Comments

RiotUtora12/6/2014, 7:05:51 AM14 votes

Really interesting idea here LumberJack, and theoretically something that could be easily done. But I don't know if making the same sounds louder would get you the experience you are looking for, the idea of feeling stronger. What if there were sets of different sounds that kind of "unlock" once you past certain AD levels. Get a Pick Axe, switch to the heavier whoohes, get a BF, now you can hear extra blood spray and gore when you attack champions.

Really like your way of thinking about game audio dude :)

Xx420n0sc0p3sxX12/4/2014, 12:55:19 AM11 votes

Nasus in a brolane, R.I.P. headphones

UC Me Trollin12/8/2014, 11:03:53 AM2 votes

Veigar or Nasus with infinite stacks. R.I.P in peace speakers.

Poptart Evelynn12/8/2014, 1:32:01 AM1 votes

I like the idea but outside of lane phase the sounds would mesh over and idk how that would go. Although I really do enjoy that idea but I would have to hear it to see if I would like it.

FusionSuit12/8/2014, 1:40:14 AM1 votes

Imagine the sounds Jayce would make

SummonerSquid12/8/2014, 1:43:18 PM1 votes

My ears would be ringing because of all the damage I do.

7ha7guy77712/7/2014, 12:19:06 AM1 votes

Full build Draven (5 dragons, baron, and elixir of wrath) Spinning Axe Crit. Where are your eardrums now?

Critkeeper12/8/2014, 1:25:43 AM1 votes

Based on the amount of work involved in recreating audio for every auto attack for different levels of damage, I think it would be unwise to do this on a case by case basis.

When Graphics Engineers or Artists are presented with a large number of resource files that they want to modify either at compile time or at run time, they write a program to programmatically change each of the files, and that program is called a shader. Graphics cards are advanced enough now that they can run many shaders at run time directly on their hardware.

What we would need in order to accomplish the suggestion is an Audio Shader. Changing the volume is an extremely simple example of an Audio Shader, but it doesn't have to be so simple. You could add distortions and all kinds of other neat things.

The question is, what sort of Audio transformation can you apply through an Audio shader that universally sounds both appealing and clear regardless of the Audio source? Should hard hitting things be louder, should armor cause things to sound metallic or echo? It can be difficult to come up with a universal shader, but if you do not do that they you would have to do the work by hand for each Audio File, which is probably out of the question.