-=> Quoting Roger Fingas to Lee Jackson <=-
RF> was to do something unique - "one-sided" foley. For instance, they
RF> recorded the sound of wood being hit soft, and then the sound of wood
RF> being hit hard. Now, if the player smacks a tree with a stick, both
RF> of those sounds would be mixed - the soft hit for the stick, and the
RF> hard hit for the tree. The variable would be how hard the player
RF> swings.
LJ> Possible, but it sounds very memory and CPU intensive, especially with
That's what I've been thinking, but apparently, they've managed to
solve the problem (to a degree).
After all, the lead programmer (Seamus Blackley, formerly of Looking
Glass) just stopped short of earning a PhD in Mathematics, by choosing not to
do his thesis...
LJ> 16-bit samples. Also, I wonder if Joe Blow with his ESS clone would be
Do most people have ESS clones? The people I know only own Sound
Blasters.
LJ> able to tell the difference?
They certainly should! The sounds in most games are rather linear,
i.e., fire a gun into a wall, the sounds will always be the same. In
Trespasser, the sounds for the same event will change constantly.
--- Maximus 3.01
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* Origin: BitByters BBS, Rockland ON, Can. (613)446-7773 v34, (1:163/215)
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