Hi Folks and game developers,
This is a common problem in several games.
when you play the same sound from two different pans, each beginning at the 
same second, they create a virtual object between them.
This happens in  Liam Erven's original egg hunt.
To fix this problem, on two sounds that change like an animal growl, you can 
start one with a short delay after the other.
This is what David did in Shades of Doom.
On two sounds that are a steady tone you need to change the pitch of one of 
them or have two totally different sounds.
This is what Liam Erven did in the super egg hunt.

Phil


----- Original Message ----- 
From: "Ryan Strunk" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Thursday, March 23, 2006 12:44 AM
Subject: RE: audyssey: Monty audio perspectives.


> You don't need to necessarily move them apart and make the levels easier.
> The panning just needs to be fixed. When you had an acid pit in each ear, 
> it
> wasn't so much that you couldn't tell which was which. It was just that 
> the
> sounds bled together so much that it literally sounded as though the acid
> pit was in the center of the sound screen.
>
> Best of luck to you.
>
> Ryan
>
> -----Original Message-----
> From: [email protected] [mailto:[EMAIL PROTECTED] On
> Behalf Of Thomas Ward
> Sent: Wednesday, March 22, 2006 8:50 PM
> To: [email protected]
> Subject: Re: audyssey: Monty audio perspectives.
>
> 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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