Presence- 38 Posted October 30 (edited) Do you read? Content-based communications (handheld transceivers, field transceivers, radio stations) are unfortunately not used by many users. I suggest an audio processing that is on par with the official description of the content, which is gritty, authentic and unforgiving. I think this will make the content more immersive, more compelling, more detailed, more authentic and more strategic. On the other hand, this could increase the incentive to use in-content chat rather than external/third-party chat while enhancing it and without compromising the consistency and logic of the content. On the bus, a subtractive EQ going through the low and high frequency bandwidth followed by some bitcrusher distortion placed after. The audio engineer will have to play around with the slope a bit to get it right. I might think of a HPF at 300 Hz and a steep LPF at 2.7 kHz. Also, a sample for the radio hiss/beep loop for the input and output; coming in, coming out. The process can still continue to be complex if we want to nail it down to the nitty-gritty details, especially if we choose to monitor user microphone input, but there are ways around it to keep it less consuming, and compelling. I mean, how far are we willing to go? Other genuine reception factors may infiltrate the input/output and/or interfere with audio (aka bleed), transmission and reception, thunder, storm, gunshots... Over Edited October 31 by Presence- 1 Share this post Link to post Share on other sites
Presence- 38 Posted October 31 @Riddick_2K Can you explain why you're reacting negatively again on this thread? Give us your point of view so we can understand better. Share this post Link to post Share on other sites