I was wondering if anyone has any tips regarding creating curves for long-distance gunfire up to 2 km. I have found using the custom curve editor to be super finicky. I managed to sort of get something that works, after setting my max attenuation to 1km as I find the larger the attenuation value, the more finicky it gets. Ideally, I want 2km.
Essentially, I want it to be really loud when standing fairly close to the shooter, then a somewhat quick falloff, followed by a gradual falloff out to distance.
I’m also doing air absorption and have different samples for close, medium and distant. Just need to improve the volume falloff.
Attenuation curves work from 0.0 → 1.0 time. Regardless if a key exists past the 1.0 time point.
What the value is at 1.0 is what’s being used at the falloff distance edge.
Logarithmic is best for Pinpoint 3D positioning.
Natural Sound is closer to realistic. It’s the middle ground between Logarithmic and Inverse.
Realistic + 3D positioning accuracy
The default curves (Logarithmic, Inverse, Natural etc) do not hit 0.0 value at the 1.0 time. So you’re not technically getting the volume drop off that you expect. To get that clean 1 → 0 drop off you need to scale the curve so that its 0 return is at the 1.0 time. The problem with this is it exaggerates the curve.
Added benefit with this approach is compression can’t be used to abuse the volume.
For example if you use something like Voice Meeter to apply compression to boost low volume fx a bit louder w/out having to boost volume.
This was common in Player Uknowns Battlegrounds to help with low volume footsteps. Developers targeted 35m but used a 60m falloff. Though inaudible for most at 35m you could use compression to get roughly 50-55m usage.