The sound can be played in any way the coder wants to. If you want a "bullet-weezing" sound, a way would be to spawn an actor near the player (and just for that player) in the calculated trajectory of the bullet (the most efficient way however would be to always have this kind of actor present in the client through the whole game, to avoid unnecessary actor spawns).Dr.Flay wrote:Ferali, is this a sensible way to make a ziiiiiiip-pop sound for the sniper rifle ?
The bullet-ricochet sound you hear right now in UT is done in a similar fashion, except that it comes directly from the hit effect and is spawned for all players nearby.
But I must say, that "bullet-weezing" is a great idea. I heard it in some FPS and TPS games, and it gives you a much better sense of danger rather than just seeing the opponent firing or ricochets or actually getting hit by it.