-=> 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.
LJ> No promises, although most have moved to Internet only.
It sure would be nice though. Don't forget, while there are tons of Net
people out there, there's also a sizeable crowd who doesn't have Net access
yet and would love to see ANY 3D Realmer talk to them.
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!).
LJ> You hit that on the head. It's based on a sound from one of our Sound
LJ> Ideas libraries, and is almost identical to the heat
LJ> ray used in The War of
LJ> the Worlds. Kind of appropriate for a "microwave" weapon. ;-)
Guess I must be good at this... by the way, have you noticed that ever
since the release of Doom, its sound effects have been used for commercials
and movies? I've heard the door sound, the demon growl, and the explosion.
Do you "shop around," looking in computer games and other media for sounds
on a regular basis? I imagine so...
JF> By the way, what lotags do I need for the new sound effects?
LJ> I don't know Build. Sorry.
I know, I know... would [your] asking Joe be a possibility?
JF> but here's the fun part: the engine combines and modifies sound
JF> properties based on the collision in question.
LJ> Haven't heard of the game - what is the name of the sound engine? Is it
LJ> the Headspace Audio Engine, Diamondware, or something else?
Don't think so. I believe it's Soundelux (aka the Mechwarrior 2 sound
people) that's doing the sound engine. I think it's called the "Sound
Daemon."
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.
LJ> We're evaluating several, including HMI's SOS engine. Can't say more
than
LJ> that for now.
What's special about the SOS engine? I hope it's a little less finicky
than the previous HMI engine - just try and run an emulation (as I did with
my old GUS)! Namely, you can't.
LJ> I get that from dealing directly from the programmers and the level
LJ> designers. We discuss exactly how the sound is to be implemented, then
LJ> go off and design the sound. Afterwards, we stick it in and evaluate
t.
LJ> If it's drek, I redo it: otherwise, it stays as is or gets tweaked a
LJ> little. Sometimes, depending on the sound, the level designers have
een
LJ> known to reverse engineer things. That is, they modify their effect or
LJ> implementation based on what the sound does. This is rare, but it has
LJ> happened.
I thought that may be the case. By the way, to what degree are you
responsible for Shadow Warrior sound? I hope you did most of it... then I
can harass you if a sound effect seems poorly done! :-)
I'm pretty sure you didn't do the Lo Wang sounds. I know you guys went to
a recording studio once again, so the sound should be fairly well-mastered as
it is.
JF> they give you too many tunes to listen to, you'll
JF> play Quake to listen
JF> to them? :-)
LJ> Not really - this one track was all that we had time to do. This will
LJ> change with future games. If you want a CD full of
LJ> some of my level stuff,
LJ> get a copy of Stargunner. There are about 40 Red Book
LJ> tracks of the MODs I
LJ> did for that game on its CD.
Oh, in terms of time, I understand. But will the CD versions (or the
download version even) of Shadow Warrior have CD audio?
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?
LJ> Shoot, buy it anyway and loop track 2 over and over for every level.
LJ>
LJ> -Lee
I would if I could but I can't. :-) You see, there's no CD audio support
in Duke 3D, and I don't have audio-play controls on my 12X CD drive. Perhaps
it's time for a 1.6 patch?
--- Maximus 3.01
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