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Can 1.17's "Vibrations" feature can be used for better (delayed) sound?

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    Registered User commented
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    That is a cool idea, also further away sounds should be lower pitch because higher pitch sounds dissipate much faster than low pitch

     

  • 1
    Registered User commented
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    Calaveras11010 ooh. Good idea.

  • 1
    Registered User commented
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    This is a very advanced audio system, and I certainly like it. Just not that vibrations are not the same as sounds within the game logic. Sculk Sensors and Wardens don't here sounds, but rather sense significant movement. I know (or think) this is about using a system that enhances the audio experience, just wanted to point it out.