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- May 9, 2013
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I have been taking a look at the Script Call Collection topic and have noticed something about the sound script calls: BGM, BGS, and ME have fade-out script calls but SE does not.
While SEs are usually only a second or two long, there should be cases where they last longer than that and may require a fade-out instead of an instant stop. For example, a flesh-tearing sound effect could last more than one or two second, but the player moves past that scene before the SFX finishes. Suddenly stopping the effect can be a bit... uncomfortable.
So, yeah. I was wondering if someone can make a script for SE fade-out (and fade-in too, if it's possible) since it could be of use in cases.
While SEs are usually only a second or two long, there should be cases where they last longer than that and may require a fade-out instead of an instant stop. For example, a flesh-tearing sound effect could last more than one or two second, but the player moves past that scene before the SFX finishes. Suddenly stopping the effect can be a bit... uncomfortable.
So, yeah. I was wondering if someone can make a script for SE fade-out (and fade-in too, if it's possible) since it could be of use in cases.
