Re: Platformer audio cues list

Most of the 1.5D audio side-scrollers give pits a wind sound, but also have the player's steps change when they get close to the edge (mud, crumbling rocks, squeaky boards, whatever's thematically appropriate).
Battle Zone doesn't bother with the altered steps and just uses the wind, but it is louder than the wind in most games. This helps given how obstacles work in that game, but I'm not sure it'd work well in a platformer.
I think it might work better if there were only sounds playing for the nearest drops, but that would make it impossible to do things like half the multijumps in the first Super Mario Brothers. (I'm specifically thinking of 4-2 and 8-1.) They also don't make it easy to tell how big a gap is. (Solutions I've floated around for this are altering the pitch or something of the pit sound, or using camera panning; alternatively, just making sounds for each ledge, rather than the gap itself, but that would mean even m ore noise. And, yeah, I tried implementing that last one once and had the same problem.)

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