Hello Thomas. Putting in both perspectives would be awesome. It would let 
the player have his choice. Later, Matt
----- Original Message ----- 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Monday, March 20, 2006 10:22 AM
Subject: Re: audyssey: Monty audio perspectives.


> Hi,
> I am sure a new trailor can be produced from both angles to hear the
> difference once the engine gets that far along. I have level one almost
> completely drawn, but no enemies etc added thus far. Not to mention I am
> still debugging my code to handle collisions, etc.
>
>
>
>
>
> will wrote:
>> hi
>>
>> I prefer the behind aspect as it sounds realistic
>> can a trailer be done, using both then we can hear the difference?
>> regards, will
>>
>> ----- Original Message -----
>> From: "Thomas Ward" <[EMAIL PROTECTED]>
>> To: <[email protected]>
>> Sent: Sunday, March 19, 2006 8:30 PM
>> Subject: audyssey: Monty audio perspectives.
>>
>>
>> >
>> > Hello list,
>> > I'm wondering what sort of audio perspective you guys are looking for 
>> > in
>> > the new Montezuma's Revenge. In the prier release from Alchemy wen you
>> > walked ropes, monsters, etc were heard from the left and right and
>> > centered when you were directly in front of or beneath of the object.
>> > With the new engine it is possible to change the perspective so that
>> > ropes, monsters, etc sound in front of or behind you as you walk, and
>> > will come up on your left or right as you pass them
>> > Which of these two perspectives do you guys like better, or would you
>> > rather have it made in to an option?
>> >
>> > .
>> >
>> >
>> >
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>>
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