Alright, so I was experimenting on how to make hit-sounds more significantly noticeable during Gameplay.
I have noticed most hit-sounds will just go quiet during songs that are very sound-packed. [e.g Rock, Electronic]
So I've been trying various techniques like removing higher or lower frequencies using Audacity and I've hit some spots where removing the Sub-Bass has the best effect.
I've chosen the High-Pass filter starting around 100Hz and It kind of works well. I was able to distinguish different types of hitsounds being played even when crowded with Music songs.
Here's an example of the High-Pass filter being implemented on one of my hitsounds. [TOP IS AFTER, BOTTOM IS BEFORE]
This video is why I decided to make this discussion
Because bass takes up much of the space in the waveform, it creates a mess during playback.
So what do you think guys? I'd like some expert skinners to have a say about this.
I have noticed most hit-sounds will just go quiet during songs that are very sound-packed. [e.g Rock, Electronic]
So I've been trying various techniques like removing higher or lower frequencies using Audacity and I've hit some spots where removing the Sub-Bass has the best effect.
I've chosen the High-Pass filter starting around 100Hz and It kind of works well. I was able to distinguish different types of hitsounds being played even when crowded with Music songs.
Here's an example of the High-Pass filter being implemented on one of my hitsounds. [TOP IS AFTER, BOTTOM IS BEFORE]
This video is why I decided to make this discussion
Because bass takes up much of the space in the waveform, it creates a mess during playback.
So what do you think guys? I'd like some expert skinners to have a say about this.