Re: BK3, the chesboard of audio game innovation

Hi,
This was a very good post.
Part of the problem is the current state of sound libraries (the software kind that plays sound like bass/fmod). Finally there's something going on in that department thanks to libaudioverse, though thanks to the prevalence of BGT who's support for external libraries is laughable and the fact it's currently Windows only, I can't think of anyone using it in a project, or at least I haven't heard about it.
Having a library that can do HRTF as well as advanced reverb would solve part of the problem as you would be able to tell when something is above or below, or even how far a drop is thanks to the sound of your steps bouncing off platforms. Then you wouldn't have to look at a static object list as often but you couldn't completely get rid of it.


Getting rid of cameras and object lists completely is a bad idea, which something like monkey business shows pretty well as some of the levels in t hat game are quite hard to navigate as a result. Having sounds for almost everything can also get overwelming fast, which is why I haven't really had a lot of luck playing through the quake single player with AQ, or why the developer of Sol is currently trying to find alternative ways to show the complex platforming setups in that game.

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