I would still like to know if it is possible to edit individual sound effect volumes to see if I can make them more effective - is there a way to do this?
Les
Yes to some extent but needs specialist hardware...
We can duplicate outputs to then modify the duplicate channels to enhance specific frequencies certain effects use. One issue that remains is that if other effects on that channel use the same frequencies then those frequencies are included.
With the right tools. It's possible to see the exact frequencies different sound effects use, what channels they output on then cut/paste these frequencies from that channel(s). It might surprise people how different sims and effects within those sims use multichannel.
Technically, yes we can modify the effects with EQ or other pro-audio plugin effects and route them into our own (Mixbus). So we lift the part of the sound the target effect(s) we want to modify uses and place it into our own new mix. Either on its own or with others and finally routed to its own output channel or channels.
This can be for specific usage case scenario roles like subwoofers, transducers, speaker audio or headphones.
I intend to adapt the audio to suit the role I am applying it. Targeting certain game audio effect elements, I want to purposely enhance for a much-improved subwoofer and tactile immersion.
So for instance, if you wanted certain (game sound effects) to be given more bass emphasis or indeed certain frequencies some effects use to be reduced or removed and routed to multiple subs or transducers. Yes this is possible with
any game if using dedicated audio hardware/software and desire for such.
I went in deep with audio hardware as I want to experiment and push things to a high level as my own d.i.y rig build is being made yet centrally focused around audio and tactile immersion.
During 2020, Ive ventured down an expensive but interesting path but the possibilities are fascinating...
Will be getting to grips with it more, hopefully in the coming year.