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Advanced Sound Filtering #13
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Funny, I thought the same and commented on reddit yesterday: I guess if it's possible to inject a inverted audiofile while the original flashbang high frequency tone will be played, this would filter the entire sound off and everything else should be hearable. if the soundfiles not matches the same volume, it will still reduce the volume of the sound (this could be an additional option in the settings.txt) Just some thoughts, don't know how complicated this will be, or not. |
That is an interesting idea and would probably be easier to implement then what I had suggested. |
That's a "simple trick" in music / audio engineering to filter sounds. If same would be possible for the annoying tinitus triggering sounds in CS - this would be a huge thing |
This is beyond what is currently being done, but I was thinking a potential direction for this project could be to use the game integration hooks to enable a band pass filter on the CS audio stream that can attenuate high frequencies. Another option to clip volumes that exceed a certain threshold altogether. I envision this is a lot more work, but wanted to bring it up as an idea.
Either way, this would entail a transformation on the actual audio stream. My VERY rudimentary research has put me onto using Windows Audio Processing Objects which I believe is something along the lines of what may be needed.
Wanted to bring up this idea and see what your thoughts are.
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