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echo: apogee
to: JONATHAN FINGAS
from: LEE JACKSON
date: 1997-03-16 06:52:00
subject: Duke 3D

-=> Quoting Jonathan Fingas to Lee Jackson <=-
 JF> Interesting!  By the way, see if you can't get some of the more
 JF> "influential" Realmers (like Broussard and Replogle) in this forum.
No promises, although most have moved to Internet only.
 JF> Ah, I see.  In which case, I applaud your effort... I like the newer
 JF> sound effects more (the Expander sounds like a '50s sci-fi weapon!).
You hit that on the head.  It's based on a sound from one of our Sound
Ideas libraries, and is almost identical to the heat ray used in The War of
the Worlds.  Kind of appropriate for a "microwave" weapon. ;-)
 JF> By the way, what lotags do I need for the new sound effects?
I don't know Build.  Sorry.
 JF> make a "clink!" that you won't hear if you hit wood. By the way, have
 JF> you heard of the unique sound engine Trespasser: Jurassic Park will be
 JF> using?  It has a library of stock sound effects, as with most games,
 JF> but here's the fun part: the engine combines and modifies sound
 JF> properties based on the collision in question.
Haven't heard of the game - what is the name of the sound engine?  Is it
the Headspace Audio Engine, Diamondware, or something else?
 JF> What I'm hoping is that Prey will use a similar sound system - it
 JF> would be amazing to hear EXACTLY what your deathmatch buddy is doing,
 JF> and not just the basics.
We're evaluating several, including HMI's SOS engine.  Can't say more than
that for now.
 JF> Never used Build?  Hmm... maybe you ought to.  It'd give you a great
 JF> example of just what the engine is doing when it cues one of your
 JF> sound effects.
I get that from dealing directly from the programmers and the level
designers.  We discuss exactly how the sound is to be implemented, then I
go off and design the sound.  Afterwards, we stick it in and evaluate it.
If it's drek, I redo it:  otherwise, it stays as is or gets tweaked a
little.  Sometimes, depending on the sound, the level designers have been
known to reverse engineer things.  That is, they modify their effect or
implementation based on what the sound does.  This is rare, but it has
happened.
 LJ> Have you found track 2 of the Plutonium Pak/Atomic Edition CD?  Play it.
 JF> I very much found it, and like it - but it's a shame that there
 JF> aren't any more tracks to it, which would make it incredibly fun to
 JF> play whilst relaxing in your home.  Maybe 3D Realms is afraid that if
 JF> they give you too many tunes to listen to, you'll play Quake to listen
 JF> to them?  :-)
Not really - this one track was all that we had time to do.  This will
change with future games.  If you want a CD full of some of my level stuff,
get a copy of Stargunner.  There are about 40 Red Book tracks of the MODs I
did for that game on its CD.
 JF> I know I would probably play Quake for that reason.  On
 JF> the other hand, that WOULD be an incentive to buy the Pak CD,
 JF> wouldn't it?
Shoot, buy it anyway and loop track 2 over and over for every level.

    -Lee
... Windows 95 was really launched at 13:13 Houston Time
--- Blue Wave/Max v2.30
---------------
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