Hi Ryan,
I did notice that problem as well with the old engine/demo. One thing I
am attempting to do in this engine is move objects with similar sounds
further apart from each other. Like the two acid pits may have an extra
3 or 4 steps between them which would allow you to know if the sound on
one is louder than the other.
Although, some confusion might make it harder to play that level, and
that might be an advantage for the game. Grin.
Ryan Strunk wrote:
> Thomas,
>
> I wanted to ask you:
> The way the soundscapes were rendered in the previous incarnation, you
> had a
> good deal of difficulty discerning the panning of things in certain
> instances. One of the most dangerous which comes to mind is the fact that
> when standing in between 2 different acid pits, it often sounded as though
> the pits were not separate, but joined, and that furthermore, they were
> right in the middle of your stereo field.
> At present, including this game, there have been four side-scrollers of a
> sort released. However, I am going to exclude Tarzan Junior because of the
> fact that much of the action occurred on the right side of the stereo
> field.
> In my mind, Liam's stereo panning in Super Liam was the most accurate,
> crisp, and informative when it came to the depiction of your position
> relative to that of your enemy's.
> Just my thoughts.
>
> Ryan
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