-=> Quoting Roger Fingas to Lee Jackson <=-
LJ> That's more action based, and doesn't really
LJ> require a complicated mixing
LJ> system. Set a threshold, below which you get a
LJ> clink, and above which you
LJ> get an imploding tube. That's pretty close to the
LJ> way it works in real
LJ> life.
RF> Ah, but what's important is that DreamWorks is using physics
RF> equations to modify the sounds in the regions below and beyond that
RF> threshold.
LJ> Quite possibly a waste of CPU time. We'll have to see. Anyway, I can
see
LJ> better uses for the same CPU cycles, such as real-time
LJ> decoding of distance
LJ> and positioning based on real-world acoustics. It's a trade-off when
LJ> you're talking 1st person perspective/6 degrees of motion shooters.
As always. But DreamWorks can afford too, mostly because they've
come up with innovative ways of handling graphic detail that cut CPU load
while keeping its look intact.
RF> Broody herr! ;)
LJ> You want an argument? Oh, I'm sorry, this is Abuse!
That's my favourite sketch! What's yours?
How could you miss!?
--- Maximus 3.01
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