home *** CD-ROM | disk | FTP | other *** search
- > > The sound as I understand this must be the ingame-sound-fx. And yes, that I
- > > could code. I have thougth about it today (While working hard!!!) and come
- > > up with this solution:
- >
- > This all makes sense, but you might want to think about priority decay, so
- > that samples which have previously been started reduce in priority as time
- > advances - ensuring that all or most samples are triggered, even if they
- > are never completed. Very important for spot effects which have a decaying
- > envelope.
-
- Yes this would be better than just checking the priority. If all channels is
- taken the sound that played first will be taken over and the new one will be
- played but you could still have the priority as Doug says. Actually I think I
- said the same thing as he said. :-)
-
- > > Maximum of 4 or 8 mixed sounds. (Selecteble while playingprefably) Each of
- >
- > Great - just like Doom.
-
- And just like it should be. :-)
-
- > We could go further by having a slightly random 'shift' in pitch over time -
- > just enough to remove the repetitive quality. This should require no additional
- > CPU overheads beyond standard variable pitch.
-
- Ahh.. a great idea and we must have it. It does sound a little strange in some
- games where two sounds sound at the same time but with a slight difference in time.
-
- > I realise we will have to suffer lower quality audio (6 or 12k) to achieve this
- > and still retain plenty of CPU time, but the game will sound terrible without this
- > random pitch turbulation when there are more than 2 monsters nearby.
-
- Sounds like a good idea in the end.
-
- > You could try it and see - and even keep it as an option for slow machines if
- > it turns out a bit rough, but I think we will still need a fully mixed version
- > of the driver - especially considering how many accelerators are kicking around
- > now.
-
- This sound also like a good idea. Not everyone have got Afterburners or FX-cards,
- but hose who have might want better sound.
-
- I leave the rest to those who understand it. :-)
-
- One last question, when will we hear the first sound in BM? :-)
-
- //Magnus Kollberg
-
-