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AUDIO: Non-vocal player sounds #372
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…id and receiving damage
Nolcoz
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The falling and lava sounds are nice, but I feel that the rest get lost in the middle of a fight. Its hard to tell they play in the middle of a fight with multiple monsters, because of how sublte they are
2025-12-29.23-49-24.mp4death sounds seem to be unchanged |
The hurt sounds have been adjusted according to feedback multiple times already, mostly toned down. I do agree that they could be a bit more prominent though. I'll make them a bit longer and slightly more aggressive when I get the chance - hopefully that will make them noticeable even when mixed with enemy gunshots and such. |
Yes, the death sounds are coming soon too, in a week or two probably. |
These were made with the assumption that the sound used is decided by the amount of damage taken. Since it's actually random, having less dynamic range between the first and sixth sounds makes much more sense IMO. |
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Pushed adjusted pain SFX in 03e905d |
i mean the quake sounds are more aggressive as it goes along even if the actual use in game is random |
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Added death sounds 089c4fd |
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ill try to review this soon |

Description of Changes
Replaces the following player sounds with ones without vocals:
drown1.wav drown2.wav
gasp1.wav gasp2.wav
land.wav land2.wav
lburn1.wav lburn2.wav
pain1.wav pain2.wav
pain3.wav pain4.wav
pain5.wav pain6.wav
And since 089c4fd:
death1.wav death2.wav
death3.wav death4.wav
death5.wav
All of the sounds have been made from scratch, no pre-existing samples have been used.
Checklist