Hi, Brandon.
As for monsters that is as good as it gets besides totally altering the 
sound volume factor I have written for the game. That's as good as I can 
get it in my technical know-how and not use Virtual 3D buffers. 
DirectSound using true 3D wouldn't be able to handle more than  100 
sounds at once, and that is overkill for a 2D game.
As for the sounds behind walls not much I can do about that one either 
without some very complex function to switch sounds on and off when you 
enter certain rooms.  The way it works now sounds are switched on when 
you get to a certain distance to it, and off when you are out of that 
distance. It doesn't matter of course if you are on the other side of 
the wall.
Then, again in real life often times if you put your ear to a wall you 
can hear radios, tv sets, etc in certain rooms so this might be a 
realistic aspect depending on how thick the walls are.




Brandon Cole wrote:
> Patch works great, but I've noticed two things. First, it doesn't appear the 
> sound issue with monsters is completely fixed. Monsters are still striking 
> when they should still be a few feet away. Second, I've noticed that you can 
> hear through walls. Or at least, I think that's what the problem is. After 
> the first warp for instance, you can hear a gem on your left. If you go that 
> direction, however, you'll run into a wall. This isn't the only example, but 
> it's the most obvious and easy to find. Hope that helps.
> Sincerely,
> Brandon
>   


_______________________________________________
Gamers mailing list .. [email protected]
To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit
http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
any subscription changes via the web.

Reply via email to